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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2697
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Posted - 2014.10.30 01:00:00 -
[1] - Quote
Why don't we look at the heart of the problem, shared passives?
Removing them would be such an easy solution, it makes me actually somewhat angry that we haven't done it..
Seriously, what reason is there for not doing this?
It really, seriously, balances scouts without making the cloak a useless piece of shit, which it will be next patch.
Also, can the scout role bonus be changed to 5% dampening again? Please and thank you.
"Minmitar Scout" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
Give the Minja active dampening!--By Bor
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Maken Tosch
Dust University Ivy League
9989
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Posted - 2014.10.30 01:10:00 -
[2] - Quote
Won't matter to me at this point. I recently ditched the cloak and started to knife people the old fashion way without it.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2697
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Posted - 2014.10.30 01:11:00 -
[3] - Quote
Maken Tosch wrote:Won't matter to me at this point. I recently ditched the cloak and started to knife people the old fashion way without it. The only problem is our role bonus is now useless. Id prefer something like scan range and dampening, or anything rather than a bonus to what will soon be the most laughable piece of equipment.
"Minmitar Scout" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
Give the Minja active dampening!--By Bor
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DEZKA DIABLO
THE FOOTCLAN
726
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Posted - 2014.10.30 01:14:00 -
[4] - Quote
Gavr1lo Pr1nc1p wrote:Maken Tosch wrote:Won't matter to me at this point. I recently ditched the cloak and started to knife people the old fashion way without it. The only problem is our role bonus is now useless. Id prefer something like scan range and dampening, or anything rather than a bonus to what will soon be the most laughable piece of equipment. Good point, and this is how they make loot off aur respec s
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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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2697
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Posted - 2014.10.30 01:17:00 -
[5] - Quote
DEZKA DIABLO wrote:Gavr1lo Pr1nc1p wrote:Maken Tosch wrote:Won't matter to me at this point. I recently ditched the cloak and started to knife people the old fashion way without it. The only problem is our role bonus is now useless. Id prefer something like scan range and dampening, or anything rather than a bonus to what will soon be the most laughable piece of equipment. Good point, and this is how they make loot off aur respec s I won't respec, I knew that if enough sheep in GD whined for long enough, the scout would be returned to uselessness, and have SP in my Min Assault, which will soon be the only thing I use.
Min Scout=dead.
There will be no reason to ninja hack a point, as you won't see the heavy that melees you to death, and knives will only work in pubs.
"Minmitar Scout" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
Give the Minja active dampening!--By Bor
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Atiim
13250
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Posted - 2014.10.30 01:19:00 -
[6] - Quote
Shared Passives only nerf every other frames, and wouldn't do anything to Scouts other than cause them to have to point out where something is (which is trivial given that it only requires you to speak).
It seems more like a "nerf players w/o mics" ordeal than anything. As for Cloak Fields, they'll still have their uses as it makes you much more harder to spot (and in many cases, invisible).
The 1st Matari Commando
-HAND
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Maken Tosch
Dust University Ivy League
9989
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Posted - 2014.10.30 01:20:00 -
[7] - Quote
Gavr1lo Pr1nc1p wrote:Maken Tosch wrote:Won't matter to me at this point. I recently ditched the cloak and started to knife people the old fashion way without it. The only problem is our role bonus is now useless. Id prefer something like scan range and dampening, or anything rather than a bonus to what will soon be the most laughable piece of equipment.
Honestly, I don't see this nerf as too much to be honest and I still foresee a lot of people using it still since it still offers profile dampening while active. You just won't be able to see far through the wall while it's active. Also, the 0.33 second delay is a long time coming to address the scrubby cloaky shotties. It's not much at all. 1/3rd of a second is nothing if you adjust accordingly. Just wait for someone to turn their backs to you or look preoccupied, decloak from a distance so they won't hear your cloak sound, approach them and then blap them with your weapon of choice. It will be far more than 0.33 second by the time you start firing.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Cody Sietz
Evzones Public.Disorder.
4096
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Posted - 2014.10.30 01:23:00 -
[8] - Quote
I've been saying this for alongn time.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13940
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Posted - 2014.10.30 01:30:00 -
[9] - Quote
Gavr1lo Pr1nc1p wrote:Why don't we look at the heart of the problem, shared passives? Removing them would be such an easy solution, it makes me actually somewhat angry that we haven't done it.. Seriously, what reason is there for not doing this? It really, seriously, balances scouts without making the cloak a useless piece of sh it, which it will be next patch. Also, can the scout role bonus be changed to 5% dampening again? Please and thank you. The problem with scouts aren't that they are the best slayers (they're worse than Assaults), its not that they are better at using equipment (they're worse than Logis), its not that they're the best at AV (they're worse than Commando's), its definitely not that they're the best at point defense (they're worse than Heavies), its the fact that they are able to make their entire squad better at eWAR than anything. One scout with 300 HP seeing people 40 meters away with a red chevron isn't a problem. 5 Sentinels with 1500 HP and an HMG seeing everything within 50 meters is. Ive said it before, and Ill say it again. If you remove shared passives, scouts lose their main role in PC and organized matches. Only the skilled players who can use it will continue to. Without shared passives, the number of scouts in PC will drop to about half of what it currently is, and heavies will, by the same effect, be reduced in number as they will no longer have the eWAR of a 300 HP scout with the offensive capabilities of a Sentinel. This in turn gives much more breathing room for Assaults to slay. The cloak nerf does nothing. Scouts will continue to dominate PC solely because they are needed for shared passives. They just simply won't run a cloak, which means that our role bonus is now a complete and utter waste. Its like the shield regeneration for Gallente and Amarr Assault, back in the day, but worse. It simply won't be used. Scouts will find out very soon not to run the cloak when they get surprised by a camping HMG heavy hiding 5 meters away killing them as soon as they shiny-shine walk by. Mark my words. Ive been very accurate about this kind of thing before, and Ill be damned if Im not correct here. Oh well. My minmitar scout will remain the worst, and my shiny new Min Assault will become the new "OP" as soon as I start using it
No lets straight up nerf the living **** out of it.
Currently the are the hipsters of Dust screaming fervently at the top of their lungs about how they did it before it was cool knowing full well that they are no mainstream but unwilling to let go. How they were into earthquakes before they were underground if you will.
If the OG scouts were so good before the Cloak let them be so again.
Scouts like tanks were better before 1.7
GÇ£How does this all work then?GÇ¥
GÇ£Like so Choirboy.GÇ¥
- Mila to Kador, Sub Zero Club, Shoashu Sasaanko
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Maken Tosch
Dust University Ivy League
9989
|
Posted - 2014.10.30 01:34:00 -
[10] - Quote
Here's a better idea. Before we start throwing out doomsday prophecies like how it was before December 21, 2012, how about we wait and see how it really turns out? If nothing changes, oh well. If cloaks really do become crappy, then I will be coming back to this thread to say how wrong I was. Deal?
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Imp Smash
Molon Labe. General Tso's Alliance
282
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Posted - 2014.10.30 01:36:00 -
[11] - Quote
OP post makes no sense.
You want to balance scouts (implying that you think they are imbalanced) by making every other suit weaker EXCEPT the scout (loss of the scout's info feed).
So, by that I assume that you feel scouts are Under powered and need a buff? ONLY scouts know where the enemy is and scouts themselves stay invisible yet with very high combat abilities.
I don't even.... |
xavier zor
G0DS AM0NG MEN General Tso's Alliance
140
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Posted - 2014.10.30 02:54:00 -
[12] - Quote
Gavr1lo Pr1nc1p wrote:Why don't we look at the heart of the problem, shared passives? Removing them would be such an easy solution, it makes me actually somewhat angry that we haven't done it.. Seriously, what reason is there for not doing this? It really, seriously, balances scouts without making the cloak a useless piece of sh it, which it will be next patch. Also, can the scout role bonus be changed to 5% dampening again? Please and thank you. The problem with scouts aren't that they are the best slayers (they're worse than Assaults), its not that they are better at using equipment (they're worse than Logis), its not that they're the best at AV (they're worse than Commando's), its definitely not that they're the best at point defense (they're worse than Heavies), its the fact that they are able to make their entire squad better at eWAR than anything. One scout with 300 HP seeing people 40 meters away with a red chevron isn't a problem. 5 Sentinels with 1500 HP and an HMG seeing everything within 50 meters is. Ive said it before, and Ill say it again. If you remove shared passives, scouts lose their main role in PC and organized matches. Only the skilled players who can use it will continue to. Without shared passives, the number of scouts in PC will drop to about half of what it currently is, and heavies will, by the same effect, be reduced in number as they will no longer have the eWAR of a 300 HP scout with the offensive capabilities of a Sentinel. This in turn gives much more breathing room for Assaults to slay. The cloak nerf does nothing. Scouts will continue to dominate PC solely because they are needed for shared passives. They just simply won't run a cloak, which means that our role bonus is now a complete and utter waste. Its like the shield regeneration for Gallente and Amarr Assault, back in the day, but worse. It simply won't be used. Scouts will find out very soon not to run the cloak when they get surprised by a camping HMG heavy hiding 5 meters away killing them as soon as they shiny-shine walk by. Mark my words. Ive been very accurate about this kind of thing before, and Ill be damned if Im not correct here. Oh well. My minmitar scout will remain the worst, and my shiny new Min Assault will become the new "OP" as soon as I start using it
Your statements are wrong Scouts are better slayers than assaults, and 50% of the time better for point defense (the first half a scout it there, then when some people start to get annoyed they cant take that point, a heavy replaces the scout). Now with the range nerf for scouts, the cloak will be used more as a get-away tool, and hiding. I a fitting range on my minmitar scout to counter this, (2 complex range=90%...cloak range = -85% 90+-85=5) and i will have an advantage.
Yes, shared passives are a problem, but now that the cloak has a huge range reduction, if a scout goes in with a cloak on....he has to stand within 10 metres of every player to share his scans OR run no cloak and stand 20 metres out
Make sense?? Either way scouts that are cloaked up will not be as aware (using TACNET, assault could sneak up on 'em within 7 metres)
scout ck.0 here!
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One Eyed King
Land of the BIind
5197
|
Posted - 2014.10.30 03:02:00 -
[13] - Quote
Atiim wrote:Shared Passives only nerf every other frames, and wouldn't do anything to Scouts other than cause them to have to point out where something is (which is trivial given that it only requires you to speak). It seems more like a "nerf players w/o mics" ordeal than anything. As for Cloak Fields, they'll still have their uses as it makes you much more harder to spot (and in many cases, invisible). Disagree.
If a heavy with a scout in squad can see all red assaults around him, without any sacrifice, that is insane.
If shared passives are removed, suddenly that heavy has to use his vision and awareness to handle medium frame enemies and can't rely on his scout.
Why should other frames get the benefit of scout SP and fittings sacrifice?
Do we get extra armor just because a heavy in our squad has some?
Do our weapons get a damage increase if someone in our squad has damage mods?
The entire idea behind shared scans is ridiculous.
If you want to share scans, use an active scanner.
No more Sprint Glitch? This party is going to be off the hook!
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One Eyed King
Land of the BIind
5197
|
Posted - 2014.10.30 03:03:00 -
[14] - Quote
Maken Tosch wrote:Here's a better idea. Before we start throwing out doomsday prophecies like how it was before December 21, 2012, how about we wait and see how it really turns out? If nothing changes, oh well. If cloaks really do become crappy, then I will be coming back to this thread to say how wrong I was. Deal? That will make me more viable.
You saying, "Guess I was wrong, oh well. Good thing I am not focused on hacking."
That will help out a lot I am sure.
No more Sprint Glitch? This party is going to be off the hook!
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matsumoto yuichi san
The Elite Few Inc. The Methodical Alliance
74
|
Posted - 2014.10.30 03:10:00 -
[15] - Quote
you guys are so overreacting, the tf2 spy has a decloak delay, AND it make a nice sound, AND YET SPIES DON'T SUFFER
i mean it just mean you gasp use the cloak to gain positioning, not to murder death kill, and the scan thing is fair, the i can't be seen, can see everyone doesn't have good parity, it's not like you are blind you jsut don't get your passive wallhack, i mean for mediums the passive scans are useless anyway, as they have to be on your face for it to work. so use the cloak to position and then decloak and then kill, it's not hard
and yes now this means if someone spots you while cloaked and gets some shots in they get a slight upper hand, only fair. |
One Eyed King
Land of the BIind
5197
|
Posted - 2014.10.30 03:23:00 -
[16] - Quote
matsumoto yuichi san wrote:you guys are so overreacting, the tf2 spy has a decloak delay, AND it make a nice sound, AND YET SPIES DON'T SUFFER
i mean it just mean you gasp use the cloak to gain positioning, not to murder death kill, and the scan thing is fair, the i can't be seen, can see everyone doesn't have good parity, it's not like you are blind you jsut don't get your passive wallhack, i mean for mediums the passive scans are useless anyway, as they have to be on your face for it to work. so use the cloak to position and then decloak and then kill, it's not hard
and yes now this means if someone spots you while cloaked and gets some shots in they get a slight upper hand, only fair. Cloak delay is not an issue. Not in the least. I even advocated for a second delay, 3 times what is actually being implemented.
What I have been against since the first suggestion of it is the 85% reduction to range. That not only affects slayer scouts, which do need some balancing, but it affects hackers as well, which don't need balanced.
No more Sprint Glitch? This party is going to be off the hook!
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Bradric Banewolf
D3ATH CARD RUST415
431
|
Posted - 2014.10.30 03:33:00 -
[17] - Quote
I just don't wanna be shot gunned by a guy that still invisible?! I like passive scans, and giving the cloak a delay will make them vulnerable to something. Proto scout myself, and I must admit that it's easy mode compare to assault?! You just hide and wait for a merc you can clearly see that can't see you?!
Next to turbo controllers there's nothing better in this game than scouts?!
"Anybody order chaos?"
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Lynn Beck
Fooly Cooly.
2136
|
Posted - 2014.10.30 03:38:00 -
[18] - Quote
Atiim wrote:Shared Passives only nerf every other frames, and wouldn't do anything to Scouts other than cause them to have to point out where something is (which is trivial given that it only requires you to speak). It seems more like a "nerf players w/o mics" ordeal than anything. As for Cloak Fields, they'll still have their uses as it makes you much more harder to spot (and in many cases, invisible). Think about that one.
Telling a guy all the info they know now- but through voice comm's.
"Yeah, there's a guy behind the pipe at your 2 o clock, your 11 o clock, and your 1 o clock. and he's facing east." "Also, there's a guy sneaking behind (stares at green dot that shows no name) Uhhh... you, at the intersection between C and A but under that-*knifd* Yeah~~~ nvm dave!" "See over here, where i am? there's like 400 guys here! drop the OB! Where? HERE! Uhh, i'm at the junction of C and B in between- yeah, never mind, they all scattered."
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
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One Eyed King
Land of the BIind
5200
|
Posted - 2014.10.30 03:41:00 -
[19] - Quote
Bradric Banewolf wrote:I just don't wanna be shot gunned by a guy that still invisible?! I like passive scans, and giving the cloak a delay will make them vulnerable to something. Proto scout myself, and I must admit that it's easy mode compare to assault?! You just hide and wait for a merc you can clearly see that can't see you?!
Next to turbo controllers there's nothing better in this game than scouts?! Cloak delay is necessary.
Range reduction while cloaked is not.
There are many other nerfs that could be put in place.
Strafing is an issue that needs fixed.
Tanks scouts as well, which can be fixed with doubling the speed penalty on armor plates just for scouts, or removing EWAR passive skills and making them solely module efficacy based.
Those are REASONABLE and affect slaying tanked scouts without negating other roles scouts can, and do, play.
The range reduction during cloak is a sloppy nerf that affects multiple roles, and STILL DOESN'T FIX SOME OF THE BIGGEST PROBLEMS!
No more Sprint Glitch? This party is going to be off the hook!
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matsumoto yuichi san
The Elite Few Inc. The Methodical Alliance
75
|
Posted - 2014.10.30 03:42:00 -
[20] - Quote
One Eyed King wrote:matsumoto yuichi san wrote:you guys are so overreacting, the tf2 spy has a decloak delay, AND it make a nice sound, AND YET SPIES DON'T SUFFER
i mean it just mean you gasp use the cloak to gain positioning, not to murder death kill, and the scan thing is fair, the i can't be seen, can see everyone doesn't have good parity, it's not like you are blind you jsut don't get your passive wallhack, i mean for mediums the passive scans are useless anyway, as they have to be on your face for it to work. so use the cloak to position and then decloak and then kill, it's not hard
and yes now this means if someone spots you while cloaked and gets some shots in they get a slight upper hand, only fair. Cloak delay is not an issue. Not in the least. I even advocated for a second delay, 3 times what is actually being implemented. What I have been against since the first suggestion of it is the 85% reduction to range. That not only affects slayer scouts, which do need some balancing, but it affects hackers as well, which don't need balanced.
in the hacker scenario you are still A near invisible, and B probably at the point have essentially the range of an assault so i wouldn't complain that if you want to hack whilst invisible you are brought back to normal levels for scan range... |
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2699
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Posted - 2014.10.30 03:42:00 -
[21] - Quote
Imp Smash wrote:OP post makes no sense.
You want to balance scouts (implying that you think they are imbalanced) by making every other suit weaker EXCEPT the scout (loss of the scout's info feed).
So, by that I assume that you feel scouts are Under powered and need a buff? ONLY scouts know where the enemy is and scouts themselves stay invisible yet with very high combat abilities.
I don't even.... This could be the most ignorant post Ive seen. Scouts are not overpowered from any standpoint other than that they provide shared passives, which makes them commonly used. They are also not underpowered.
In PC's, scouts are used for passives, and heavies for slaying. Taking away shared passives means assaults and scouts and heavies and commandos all slaying together because they are on a balanced playing field.
"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
2699
|
Posted - 2014.10.30 03:43:00 -
[22] - Quote
matsumoto yuichi san wrote:One Eyed King wrote:matsumoto yuichi san wrote:you guys are so overreacting, the tf2 spy has a decloak delay, AND it make a nice sound, AND YET SPIES DON'T SUFFER
i mean it just mean you gasp use the cloak to gain positioning, not to murder death kill, and the scan thing is fair, the i can't be seen, can see everyone doesn't have good parity, it's not like you are blind you jsut don't get your passive wallhack, i mean for mediums the passive scans are useless anyway, as they have to be on your face for it to work. so use the cloak to position and then decloak and then kill, it's not hard
and yes now this means if someone spots you while cloaked and gets some shots in they get a slight upper hand, only fair. Cloak delay is not an issue. Not in the least. I even advocated for a second delay, 3 times what is actually being implemented. What I have been against since the first suggestion of it is the 85% reduction to range. That not only affects slayer scouts, which do need some balancing, but it affects hackers as well, which don't need balanced. in the hacker scenario you are still A near invisible, and B probably at the point have essentially the range of an assault so i wouldn't complain that if you want to hack whilst invisible you are brought back to normal levels for scan range... You have less than half the range of an assault suit... don't pull stuff out of your ass, it doesn't help your case.
"Minmitar Scout" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
Give the Minja active dampening!--By Bor
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matsumoto yuichi san
The Elite Few Inc. The Methodical Alliance
75
|
Posted - 2014.10.30 03:50:00 -
[23] - Quote
i have 10, if you have ANY range modules you go from 45 -> 6.75 and yes 3.25 lower than an assault native, or half of 15, but remember the assault can't see you on passive essentially ever without stupid amount of precision enhancers at that point so point stands |
One Eyed King
Land of the BIind
5201
|
Posted - 2014.10.30 03:52:00 -
[24] - Quote
matsumoto yuichi san wrote:One Eyed King wrote:matsumoto yuichi san wrote:you guys are so overreacting, the tf2 spy has a decloak delay, AND it make a nice sound, AND YET SPIES DON'T SUFFER
i mean it just mean you gasp use the cloak to gain positioning, not to murder death kill, and the scan thing is fair, the i can't be seen, can see everyone doesn't have good parity, it's not like you are blind you jsut don't get your passive wallhack, i mean for mediums the passive scans are useless anyway, as they have to be on your face for it to work. so use the cloak to position and then decloak and then kill, it's not hard
and yes now this means if someone spots you while cloaked and gets some shots in they get a slight upper hand, only fair. Cloak delay is not an issue. Not in the least. I even advocated for a second delay, 3 times what is actually being implemented. What I have been against since the first suggestion of it is the 85% reduction to range. That not only affects slayer scouts, which do need some balancing, but it affects hackers as well, which don't need balanced. in the hacker scenario you are still A near invisible, and B probably at the point have essentially the range of an assault so i wouldn't complain that if you want to hack whilst invisible you are brought back to normal levels for scan range... An Assault does not have 15% of the range of a scout. That is a massive exaggeration.
We are not being brought to "normal" levels.
Scouts with level 5 Range and no damps get 30 m.
An 85% reduction is 4.5, rounding to 5 m.
FIVE F*ING METERS!!!
A heavy with a shotgun could be outside my range and still be able to kill me!
An Assault with level 5 Range has 15 m. That is THREE TIMES the range of a cloaked scout.
Get your facts straight my friend. This Range nerf is unbelievable.
No more Sprint Glitch? This party is going to be off the hook!
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KalOfTheRathi
Nec Tributis
1397
|
Posted - 2014.10.30 03:59:00 -
[25] - Quote
A confusing post, personally. The scout is the current favorite of CCP. Thus anything from us against the current FOTM is a wasted effort. With the upcoming changes (Nerf/Buff/Elimination/Whatever) then it is up to us to guess as to the next CCP favorite fit. There was never anything we could do to change the scout with cloak so why the OP would be mad about not doing anything regarding them is odd. To me, at least.
CCP has never balanced their game. In the beginning, in particular pre-1.0, it was fine as there were many ways to achieve some semblance of balance through innovative game play, not innovative game design I must state.
At least with the AUR fueled respec you won't be stuck forever with CCP wasting your SP decisions after the fact. How much AUR it will cost and how much it will be worth to any particular player is not my concern.
My favorite tank is a Lightning. Just sayin.
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LUGMOS
YELLOW JESUS EXP FORCE
712
|
Posted - 2014.10.30 04:12:00 -
[26] - Quote
IMO, the range nerf is good and logical for a few reasons.
1. Prevents scouts from spotting someone on passives while cloaked 20-30 meters out and slaying them. This makes the cloak a defensive piece of equipment, making it only very useful for escaping or for getting through a battlefront by relying on visual and not tacnet. 2. Prevents scouts from camping a door or objective with a cloak on and ganking a few people by giving the scout a lower time to react, as there could be a lot going on 5 meters out.
Overall, the range nerf while cloaked turns the cloak into a situational piece of equipment, only useful in certain instances, which changes its role from the 1.8 and before essential turn it on whenever you can type of equipment.
Keep in mind, I used to be a scout before it went FoTM
Quafe
A question doesn't always have an answer, but a problem does,
So what is DUST? A problem or a question?
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One Eyed King
Land of the BIind
5201
|
Posted - 2014.10.30 04:20:00 -
[27] - Quote
LUGMOS wrote:IMO, the range nerf is good and logical for a few reasons. 1. Prevents scouts from spotting someone on passives while cloaked 20-30 meters out and slaying them. This makes the cloak a defensive piece of equipment, making it only very useful for escaping or for getting through a battlefront by relying on visual and not tacnet. 2. Prevents scouts from camping a door or objective with a cloak on and ganking a few people by giving the scout a lower time to react, as there could be a lot going on 5 meters out. Overall, the range nerf while cloaked turns the cloak into a situational piece of equipment, only useful in certain instances, which changes its role from the 1.8 and before essential turn it on whenever you can type of equipment. Keep in mind, I used to be a scout before it went FoTM 1. Cloak can't be a defensive weapon if it makes you as blind as a heavy. Heavies have the advantage of incredibly high HP and insanely high DPS weapon.
2. Scouts can still camp the objective. Once someone starts hacking, they know EXACTLY where they are, regardless of whether or not they can pick them up on tacnet. If they are around an installation, they cant simply eyeball it while cloaked, and if not seeing any legs or hacking, uncloak and run around the exterior til their shotgun circle turns red. This hurts campers zilch.
As for slayers, they will simply go back to the Gal Scout, put on 2 damps to be tacnet invisible, throw on some armor and shields, and they are good to go. Oh, and they can instantaneously help their heavy friends out with your position. Still.
...
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Mexxx Dust-Slayer
Fatal Absolution General Tso's Alliance
51
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Posted - 2014.10.30 05:19:00 -
[28] - Quote
Gavr1lo Pr1nc1p wrote:Imp Smash wrote:OP post makes no sense.
You want to balance scouts (implying that you think they are imbalanced) by making every other suit weaker EXCEPT the scout (loss of the scout's info feed).
So, by that I assume that you feel scouts are Under powered and need a buff? ONLY scouts know where the enemy is and scouts themselves stay invisible yet with very high combat abilities.
I don't even.... This could be the most ignorant post Ive seen. Scouts are not overpowered from any standpoint other than that they provide shared passives, which makes them commonly used. They are also not underpowered. In PC's, scouts are used for passives, and heavies for slaying. Taking away shared passives means assaults and scouts and heavies and commandos all slaying together because they are on a balanced playing field. And your response is equally ignorant. How will a squad no longer being able to see the enemy from their scouts passives make the assaults, scouts, commandos and heavies slay together on a balanced playing field? You will then have tanked scouts then being a clear OP choice in PC since they will have all the situational awareness to themselves and will be able to get the jump on every non scout. At least with shared passives all the heavies know where each other are because both sides are likely to have scouts and scouts are forcing each other to dampen
If SHARED passives are going to be removed from anything, it should be from all non-scout suits because a major part of the role of a scout is to provide intel for the team while picking off targets and placing uplinks in a stealthy manner, and leaving the main slaying to the assaults and the heavies. But of course this cannot be the case without an even harder cloak delay nerf and another hindrance to the slay-everything scouts.
You will notice how scouts are able to top the leaderboards so easily with the most kills in PC because they are so capable of kill chasing. They uncloak and 2-3 shot any poor assault because they can get the jump on him with ewar & cloak. Then they'll throw an RE 20m and kill a group of heavies and logistics.
Removing shared passives doesn't seem to be the answer. Hopefully the cloak range nerf is enough.
For context, I have and am experienced in all roles. It's not bias QQ, hopefully. |
One Eyed King
Land of the BIind
5216
|
Posted - 2014.10.30 05:39:00 -
[29] - Quote
Mexxx Dust-Slayer wrote:Gavr1lo Pr1nc1p wrote:Imp Smash wrote:OP post makes no sense.
You want to balance scouts (implying that you think they are imbalanced) by making every other suit weaker EXCEPT the scout (loss of the scout's info feed).
So, by that I assume that you feel scouts are Under powered and need a buff? ONLY scouts know where the enemy is and scouts themselves stay invisible yet with very high combat abilities.
I don't even.... This could be the most ignorant post Ive seen. Scouts are not overpowered from any standpoint other than that they provide shared passives, which makes them commonly used. They are also not underpowered. In PC's, scouts are used for passives, and heavies for slaying. Taking away shared passives means assaults and scouts and heavies and commandos all slaying together because they are on a balanced playing field. And your response is equally ignorant. How will a squad no longer being able to see the enemy from their scouts passives make the assaults, scouts, commandos and heavies slay together on a balanced playing field? You will then have tanked scouts then being a clear OP choice in PC since they will have all the situational awareness to themselves and will be able to get the jump on every non scout. At least with shared passives all the heavies know where each other are because both sides are likely to have scouts and scouts are forcing each other to dampen If SHARED passives are going to be removed from anything, it should be from all non-scout suits because a major part of the role of a scout is to provide intel for the team while picking off targets and placing uplinks in a stealthy manner, and leaving the main slaying to the assaults and the heavies. But of course this cannot be the case without an even harder cloak delay nerf and another hindrance to the slay-everything scouts. You will notice how scouts are able to top the leaderboards so easily with the most kills in PC because they are so capable of kill chasing. They uncloak and 2-3 shot any poor assault because they can get the jump on him with ewar & cloak. Then they'll throw an RE 20m and kill a group of heavies and logistics. Removing shared passives doesn't seem to be the answer. Hopefully the cloak range nerf is enough. For context, I have and am experienced in all roles. It's not bias QQ, hopefully. How will the squad be able to see enemies?
Active scanners.
Scouts were never intended to "scout" via shared passives. They didn't even come in to play until about a year ago, but no one notice because of Active Scanner spam. Now it has shifted too far in the other direction.
How will they allow all roles to slay on a balanced playing field?
By encouraging medium frames from playing the EWAR game with Active Scanners, Dampeners and Range Enhancers. By removing the incredible advantage heavies have of playing their role, and seeing medium frames moving to attack them, without having to make any sacrifice whatsoever..
What has effectively happened is that they removed shared scanning from cloaked scouts by removing their ability to scan anything whatsoever, outside 4 meters or so. Not only does this nerf slaying ability, which was too imbalanced, but it ALSO nerfs defensive abilities, which were never the problem to begin with. Scouts will more likely start tanking more, giving up on the cloak nearly entirely, and further eroding the Logi role as a result.
...
|
Mexxx Dust-Slayer
Fatal Absolution General Tso's Alliance
51
|
Posted - 2014.10.30 05:55:00 -
[30] - Quote
Mediums playing the ewar game? Using a scanner to scan what? Not scouts. Mediums using to dampener to hide from what? Can't be scanners or scouts. Heavies will still be able to see everything the squad sees. |
|
Mexxx Dust-Slayer
Fatal Absolution General Tso's Alliance
51
|
Posted - 2014.10.30 06:02:00 -
[31] - Quote
One Eyed King wrote: How will the squad be able to see enemies?
Active scanners.
Scouts were never intended to "scout" via shared passives. They didn't even come in to play until about a year ago, but no one notice because of Active Scanner spam. Now it has shifted too far in the other direction.
How will they allow all roles to slay on a balanced playing field?
By encouraging medium frames from playing the EWAR game with Active Scanners, Dampeners and Range Enhancers. By removing the incredible advantage heavies have of playing their role, and seeing medium frames moving to attack them, without having to make any sacrifice whatsoever..
What has effectively happened is that they removed shared scanning from cloaked scouts by removing their ability to scan anything whatsoever, outside 4 meters or so. Not only does this nerf slaying ability, which was too imbalanced, but it ALSO nerfs defensive abilities, which were never the problem to begin with. Scouts will more likely start tanking more, giving up on the cloak nearly entirely, and further eroding the Logi role as a result.
The cloak nerf is more of a solution than removing shared passives. |
Imp Smash
Molon Labe. General Tso's Alliance
296
|
Posted - 2014.10.31 02:14:00 -
[32] - Quote
Gavr1lo Pr1nc1p wrote:Imp Smash wrote:OP post makes no sense.
You want to balance scouts (implying that you think they are imbalanced) by making every other suit weaker EXCEPT the scout (loss of the scout's info feed).
So, by that I assume that you feel scouts are Under powered and need a buff? ONLY scouts know where the enemy is and scouts themselves stay invisible yet with very high combat abilities.
I don't even.... This could be the most ignorant post Ive seen. Scouts are not overpowered from any standpoint other than that they provide shared passives, which makes them commonly used. They are also not underpowered. In PC's, scouts are used for passives, and heavies for slaying. Taking away shared passives means assaults and scouts and heavies and commandos all slaying together because they are on a balanced playing field.
Ignorant means lacking knowledge on the subject. I understand the subject. The problem (that you have) is that I don't agree with your reasoning.
Your are proposing a change that 'literally' is a buff to scouts as the problem with them now is not that they can see things -- but that they can see things and kill things (pretty much anything) with nigh impunity. If the scout couldn't slay everything then the ability to see things and communicate it to the rest of the team wouldn't be much of a problem (in my opinion.) The ability to slay everything is based on factors such as cloak, difficulty/impossibility of detection, and actual strait up front line combat efficacy due to hitbox/lag/brokenhitdetection.
You are attempting to further solidify the 'slayer scout' role which CCP is actively trying to reverse. That is my opinion. You may call it stupid because you don't agree (and if you don't want to look stupid yourself providing a rationale for your disagreement works wonders) but you can't call it ignorant. |
Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2702
|
Posted - 2014.10.31 03:17:00 -
[33] - Quote
Imp Smash wrote:Gavr1lo Pr1nc1p wrote:Imp Smash wrote:OP post makes no sense.
You want to balance scouts (implying that you think they are imbalanced) by making every other suit weaker EXCEPT the scout (loss of the scout's info feed).
So, by that I assume that you feel scouts are Under powered and need a buff? ONLY scouts know where the enemy is and scouts themselves stay invisible yet with very high combat abilities.
I don't even.... This could be the most ignorant post Ive seen. Scouts are not overpowered from any standpoint other than that they provide shared passives, which makes them commonly used. They are also not underpowered. In PC's, scouts are used for passives, and heavies for slaying. Taking away shared passives means assaults and scouts and heavies and commandos all slaying together because they are on a balanced playing field. Ignorant means lacking knowledge on the subject. I understand the subject. The problem (that you have) is that I don't agree with your reasoning. Your are proposing a change that 'literally' is a buff to scouts as the problem with them now is not that they can see things -- but that they can see things and kill things (pretty much anything) with nigh impunity. If the scout couldn't slay everything then the ability to see things and communicate it to the rest of the team wouldn't be much of a problem (in my opinion.) The ability to slay everything is based on factors such as cloak, difficulty/impossibility of detection, and actual strait up front line combat efficacy due to hitbox/lag/brokenhitdetection. You are attempting to further solidify the 'slayer scout' role which CCP is actively trying to reverse. That is my opinion. You may call it stupid because you don't agree (and if you don't want to look stupid yourself providing a rationale for your disagreement works wonders) but you can't call it ignorant. Fair enough.
My claim that your post is ignorant is redacted.
However, I wholeheartedly disagree that a scout being able to slay is a problem.
Is slaying as a Sentinel a problem? No.
Is slaying as a Commando a problem? No.
Why should the scout be different?
Where the Heavy has high HP and DPS to allow it to slay, the scout relies on eWAR and speed to allow it to slay.
Thats balance right there, and there is absolutely no problem with it whatsoever.
The problem arises when the scout can slay equally as well as other classes (which is fine on its own), AND can provide his primary slaying "strength" to the rest of his squad. Im referring to eWAR detection. In the hands of anything but a low HP scout, having that good of scans is unbalanced. Theres no way around that, IMHO.
"Minmitar Scout" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
Give the Minja active dampening!--By Bor
|
Imp Smash
Molon Labe. General Tso's Alliance
296
|
Posted - 2014.10.31 03:54:00 -
[34] - Quote
Gavr1lo Pr1nc1p wrote:Imp Smash wrote:Gavr1lo Pr1nc1p wrote:Imp Smash wrote:OP post makes no sense.
You want to balance scouts (implying that you think they are imbalanced) by making every other suit weaker EXCEPT the scout (loss of the scout's info feed).
So, by that I assume that you feel scouts are Under powered and need a buff? ONLY scouts know where the enemy is and scouts themselves stay invisible yet with very high combat abilities.
I don't even.... This could be the most ignorant post Ive seen. Scouts are not overpowered from any standpoint other than that they provide shared passives, which makes them commonly used. They are also not underpowered. In PC's, scouts are used for passives, and heavies for slaying. Taking away shared passives means assaults and scouts and heavies and commandos all slaying together because they are on a balanced playing field. Ignorant means lacking knowledge on the subject. I understand the subject. The problem (that you have) is that I don't agree with your reasoning. Your are proposing a change that 'literally' is a buff to scouts as the problem with them now is not that they can see things -- but that they can see things and kill things (pretty much anything) with nigh impunity. If the scout couldn't slay everything then the ability to see things and communicate it to the rest of the team wouldn't be much of a problem (in my opinion.) The ability to slay everything is based on factors such as cloak, difficulty/impossibility of detection, and actual strait up front line combat efficacy due to hitbox/lag/brokenhitdetection. You are attempting to further solidify the 'slayer scout' role which CCP is actively trying to reverse. That is my opinion. You may call it stupid because you don't agree (and if you don't want to look stupid yourself providing a rationale for your disagreement works wonders) but you can't call it ignorant. Fair enough. My claim that your post is ignorant is redacted. However, I wholeheartedly disagree that a scout being able to slay is a problem. Is slaying as a Sentinel a problem? No. Is slaying as a Commando a problem? No. Why should the scout be different? Where the Heavy has high HP and DPS to allow it to slay, the scout relies on eWAR and speed to allow it to slay. Thats balance right there, and there is absolutely no problem with it whatsoever. The problem arises when the scout can slay equally as well as other classes (which is fine on its own), AND can provide his primary slaying "strength" to the rest of his squad. Im referring to eWAR detection. In the hands of anything but a low HP scout, having that good of scans is unbalanced. Theres no way around that, IMHO.
That's an entirely fair argument. You make a fair argument about how scouts should also be able to kill. Notice I did not name NK or Shotties as problems. And as I stated before -- I don't mind the Ewar.
As many other posters have suggested, the binary nature of Ewar may be the issue. As for me I don't have a problem with it. Honestly I think the issue is with the survivability of the scout suit. All that Ewar is fine if the scout was a glass cannon. Ie. died easily. And honestly -- scout fits with low HP don't die as fast as a logi with the same HP. It's a speed/lag/hitbox issue. I think if scouts were more easily killed in a strait up fight the only problem would be the people who complain because they didn't maintain situational awareness.
I mentioned once before in another thread that I look over my shoulder a LOT now. And I sometimes catch scouts trying to sneak up on me. In that situation I should kill them. But so many times they speed tank the damage just strafing back and forth in a one meter area and none of my bullets hit. I find THAT the problem behind slayer scouts.
When a scout completely sneaks up on me I am entirely ok with it. That's my fault.
So essentially I would argue that the scout is able to slay more effectively than other classes.
The argument about scouts being able to share scans is interesting. But as I stated earlier, I consider that a buff to the other classes. Scouts themselves aren't any more or less effective at slaying because they help their team on scans. And that's the rub that people have had with scouts. They are arguably more effective than other classes at killing/living -- and while you make a fair point about shared scans -- it doesn't really address the problem in my humble opinion.
Also, to be fair, I am not a scout. Never have been. So I can only speak from the perspective of an assault. |
Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2712
|
Posted - 2014.11.01 15:55:00 -
[35] - Quote
Imp Smash wrote:
That's an entirely fair argument. You make a fair argument about how scouts should also be able to kill. Notice I did not name NK or Shotties as problems. And as I stated before -- I don't mind the Ewar.
As many other posters have suggested, the binary nature of Ewar may be the issue. As for me I don't have a problem with it. Honestly I think the issue is with the survivability of the scout suit. All that Ewar is fine if the scout was a glass cannon. Ie. died easily. And honestly -- scout fits with low HP don't die as fast as a logi with the same HP. It's a speed/lag/hitbox issue. I think if scouts were more easily killed in a strait up fight the only problem would be the people who complain because they didn't maintain situational awareness.
I mentioned once before in another thread that I look over my shoulder a LOT now. And I sometimes catch scouts trying to sneak up on me. In that situation I should kill them. But so many times they speed tank the damage just strafing back and forth in a one meter area and none of my bullets hit. I find THAT the problem behind slayer scouts.
When a scout completely sneaks up on me I am entirely ok with it. That's my fault.
So essentially I would argue that the scout is able to slay more effectively than other classes.
The argument about scouts being able to share scans is interesting. But as I stated earlier, I consider that a buff to the other classes. Scouts themselves aren't any more or less effective at slaying because they help their team on scans. And that's the rub that people have had with scouts. They are arguably more effective than other classes at killing/living -- and while you make a fair point about shared scans -- it doesn't really address the problem in my humble opinion.
Also, to be fair, I am not a scout. Never have been. So I can only speak from the perspective of an assault.
I agree 100% that binary eWAR is a problem.
To counter this, I made a suggestion to buff cloaks and active scanners, and nerf passive scans, but in a way that scouts still have to dampen or they do get detected. Ill link it here in a few when I find it.
I also agree that strafing is a problem, but with 1.9, there are supposed hit detection fixes that would help quite a bit with it.
However, strafing isn't something that only a scout abuses. TBH I find a strafing assault with twice the HP of a scout that strafes at 90% of the scouts speed to be even harder to take down than a scout. With a SG, one blast and the scout dies. With an assault, it takes anywhere from 2-4, due to hit detection and what not.
However, I believe that if the core mechanics are fixed to a point where hit detection works much better and shared passives are removed, the scout will stop being the number two most important unit in PC, and the heavy number one. Instead, I feel that all classes will be balanced completely, and that there would be absolutely no need for a ridiculous cloak nerf that forces a scout to have worse passive scans than a sentinel.
"Minmitar Scout" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
Give the Minja active dampening!--By Bor
|
JUDASisMYhomeboy
xCosmic Voidx Ishuk-Raata Enforcement Directive
136
|
Posted - 2014.11.01 16:30:00 -
[36] - Quote
Gavr1lo Pr1nc1p wrote:Imp Smash wrote:
That's an entirely fair argument. You make a fair argument about how scouts should also be able to kill. Notice I did not name NK or Shotties as problems. And as I stated before -- I don't mind the Ewar.
As many other posters have suggested, the binary nature of Ewar may be the issue. As for me I don't have a problem with it. Honestly I think the issue is with the survivability of the scout suit. All that Ewar is fine if the scout was a glass cannon. Ie. died easily. And honestly -- scout fits with low HP don't die as fast as a logi with the same HP. It's a speed/lag/hitbox issue. I think if scouts were more easily killed in a strait up fight the only problem would be the people who complain because they didn't maintain situational awareness.
I mentioned once before in another thread that I look over my shoulder a LOT now. And I sometimes catch scouts trying to sneak up on me. In that situation I should kill them. But so many times they speed tank the damage just strafing back and forth in a one meter area and none of my bullets hit. I find THAT the problem behind slayer scouts.
When a scout completely sneaks up on me I am entirely ok with it. That's my fault.
So essentially I would argue that the scout is able to slay more effectively than other classes.
The argument about scouts being able to share scans is interesting. But as I stated earlier, I consider that a buff to the other classes. Scouts themselves aren't any more or less effective at slaying because they help their team on scans. And that's the rub that people have had with scouts. They are arguably more effective than other classes at killing/living -- and while you make a fair point about shared scans -- it doesn't really address the problem in my humble opinion.
Also, to be fair, I am not a scout. Never have been. So I can only speak from the perspective of an assault.
I agree 100% that binary eWAR is a problem. To counter this, I made a suggestion to buff cloaks and active scanners, and nerf passive scans, but in a way that scouts still have to dampen or they do get detected. Ill link it here in a few when I find it. I also agree that strafing is a problem, but with 1.9, there are supposed hit detection fixes that would help quite a bit with it. However, strafing isn't something that only a scout abuses. TBH I find a strafing assault with twice the HP of a scout that strafes at 90% of the scouts speed to be even harder to take down than a scout. With a SG, one blast and the scout dies. With an assault, it takes anywhere from 2-4, due to hit detection and what not. However, I believe that if the core mechanics are fixed to a point where hit detection works much better and shared passives are removed, the scout will stop being the number two most important unit in PC, and the heavy number one. Instead, I feel that all classes will be balanced completely, and that there would be absolutely no need for a ridiculous cloak nerf that forces a scout to have worse passive scans than a sentinel. Everyone strafes and thats whatever, but whats the deal with the absurd strafing? Is this a m/kb thing? Its not just scouts either I've seen dudes in starter fits left right strafe at ridiculous speeds |
Jack 3enimble
Vengeance Unbound RISE of LEGION
465
|
Posted - 2014.11.01 16:44:00 -
[37] - Quote
JUDASisMYhomeboy wrote:Gavr1lo Pr1nc1p wrote:Imp Smash wrote:
That's an entirely fair argument. You make a fair argument about how scouts should also be able to kill. Notice I did not name NK or Shotties as problems. And as I stated before -- I don't mind the Ewar.
As many other posters have suggested, the binary nature of Ewar may be the issue. As for me I don't have a problem with it. Honestly I think the issue is with the survivability of the scout suit. All that Ewar is fine if the scout was a glass cannon. Ie. died easily. And honestly -- scout fits with low HP don't die as fast as a logi with the same HP. It's a speed/lag/hitbox issue. I think if scouts were more easily killed in a strait up fight the only problem would be the people who complain because they didn't maintain situational awareness.
I mentioned once before in another thread that I look over my shoulder a LOT now. And I sometimes catch scouts trying to sneak up on me. In that situation I should kill them. But so many times they speed tank the damage just strafing back and forth in a one meter area and none of my bullets hit. I find THAT the problem behind slayer scouts.
When a scout completely sneaks up on me I am entirely ok with it. That's my fault.
So essentially I would argue that the scout is able to slay more effectively than other classes.
The argument about scouts being able to share scans is interesting. But as I stated earlier, I consider that a buff to the other classes. Scouts themselves aren't any more or less effective at slaying because they help their team on scans. And that's the rub that people have had with scouts. They are arguably more effective than other classes at killing/living -- and while you make a fair point about shared scans -- it doesn't really address the problem in my humble opinion.
Also, to be fair, I am not a scout. Never have been. So I can only speak from the perspective of an assault.
I agree 100% that binary eWAR is a problem. To counter this, I made a suggestion to buff cloaks and active scanners, and nerf passive scans, but in a way that scouts still have to dampen or they do get detected. Ill link it here in a few when I find it. I also agree that strafing is a problem, but with 1.9, there are supposed hit detection fixes that would help quite a bit with it. However, strafing isn't something that only a scout abuses. TBH I find a strafing assault with twice the HP of a scout that strafes at 90% of the scouts speed to be even harder to take down than a scout. With a SG, one blast and the scout dies. With an assault, it takes anywhere from 2-4, due to hit detection and what not. However, I believe that if the core mechanics are fixed to a point where hit detection works much better and shared passives are removed, the scout will stop being the number two most important unit in PC, and the heavy number one. Instead, I feel that all classes will be balanced completely, and that there would be absolutely no need for a ridiculous cloak nerf that forces a scout to have worse passive scans than a sentinel. Everyone strafes and thats whatever, but whats the deal with the absurd strafing? Is this a m/kb thing? Its not just scouts either I've seen dudes in starter fits left right strafe at ridiculous speeds
m/kb thing. look at the rotational speed/strafing speed on youtube. plenty of dust players there that use m/kb
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Cavani1EE7
Murphys-Law General Tso's Alliance
379
|
Posted - 2014.11.01 16:54:00 -
[38] - Quote
Gavr1lo Pr1nc1p wrote:Why don't we look at the heart of the problem, shared passives? Removing them would be such an easy solution, it makes me actually somewhat angry that we haven't done it.. Seriously, what reason is there for not doing this? It really, seriously, balances scouts without making the cloak a useless piece of sh it, which it will be next patch. Also, can the scout role bonus be changed to 5% dampening again? Please and thank you. The problem with scouts aren't that they are the best slayers (they're worse than Assaults), its not that they are better at using equipment (they're worse than Logis), its not that they're the best at AV (they're worse than Commando's), its definitely not that they're the best at point defense (they're worse than Heavies), its the fact that they are able to make their entire squad better at eWAR than anything. One scout with 300 HP seeing people 40 meters away with a red chevron isn't a problem. 5 Sentinels with 1500 HP and an HMG seeing everything within 50 meters is. Ive said it before, and Ill say it again. If you remove shared passives, scouts lose their main role in PC and organized matches. Only the skilled players who can use it will continue to. Without shared passives, the number of scouts in PC will drop to about half of what it currently is, and heavies will, by the same effect, be reduced in number as they will no longer have the eWAR of a 300 HP scout with the offensive capabilities of a Sentinel. This in turn gives much more breathing room for Assaults to slay. The cloak nerf does nothing. Scouts will continue to dominate PC solely because they are needed for shared passives. They just simply won't run a cloak, which means that our role bonus is now a complete and utter waste. Its like the shield regeneration for Gallente and Amarr Assault, back in the day, but worse. It simply won't be used. Scouts will find out very soon not to run the cloak when they get surprised by a camping HMG heavy hiding 5 meters away killing them as soon as they shiny-shine walk by. Mark my words. Ive been very accurate about this kind of thing before, and Ill be damned if Im not correct here. Oh well. My minmitar scout will remain the worst, and my shiny new Min Assault will become the new "OP" as soon as I start using it Although I totally agree with you about shared passives that needs to be removed, the cloack nerf is necessary.
Take a bow
|
Mejt0
Puff n Puffers
475
|
Posted - 2014.11.01 17:07:00 -
[39] - Quote
Soo? We will no longer scan with cloak. Wow. That's all. And it's not bad at all.
Pick your scout and don't look at radar while cloaked. Kill what you see,but firstly look around for 10seconds more to be aware of how many reds there are around.
Cloak will still be useful eqiupment, as it damp you and makes harder to spot&easier run away.
Caldari Loyalist
Markiplier fan.
Got 6815 WP only on wrecking tanks with Ion Cannon.
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RogueTrooper 2000AD
Neckbeard Absolution
353
|
Posted - 2014.11.01 17:45:00 -
[40] - Quote
This is why we don't take scouts seriously when they talk of balance.
Skip the real issues, add some hype and tweak something else, every time.
Bad scouts will be nerfed in 1.9, that's the point, enjoy it.
Wansktain @ Rekt
|
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
412
|
Posted - 2014.11.01 18:33:00 -
[41] - Quote
Thread reported for being an insult to the intelligence of anyone who's played pc in the last 6 months.
Ridiculous line of bs is ridiculous.
Please allow me to solve all your problems with the cloak, your passive scan range and hacking: NOTE *The following is borrowed from the feedback "scouts" provided to the community who have questioned the imbalanced design of scouts and by proxy, cloaking*
-> USE YOUR EYES<-
Sincerely, Nerf scouts. With no delay.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
|
Vesta Opalus
Bloodline Rebellion Capital Punishment.
128
|
Posted - 2014.11.01 19:20:00 -
[42] - Quote
Gavr1lo Pr1nc1p wrote:Imp Smash wrote:OP post makes no sense.
You want to balance scouts (implying that you think they are imbalanced) by making every other suit weaker EXCEPT the scout (loss of the scout's info feed).
So, by that I assume that you feel scouts are Under powered and need a buff? ONLY scouts know where the enemy is and scouts themselves stay invisible yet with very high combat abilities.
I don't even.... This could be the most ignorant post Ive seen. Scouts are not overpowered from any standpoint other than that they provide shared passives, which makes them commonly used. They are also not underpowered. In PC's, scouts are used for passives, and heavies for slaying. Taking away shared passives means assaults and scouts and heavies and commandos all slaying together because they are on a balanced playing field.
This is some trashy bs right here.
If passives were what scouts were used for, you'd see one scout per squad in PC. Instead what you see is entire squads worth of scouts running around in outdoor/open areas, and a mix of heavys/logis/scouts in indoor areas. So why is this the case? Its because in outdoor the speed/stealth of a bunch of scouts makes a scout swarm the best option, and in indoor areas the sentinel health+logi+ scouts running around shotgunning **** and killing links is the best option.
None of this has to do with passives, and all of it has to do with the best way to kill people in each environment.
I dont think Ive ever seen anyone running a scan fit in PC, its always damped up cloak scouts with ~500 hp running around with shotguns or a rifle and REs.
Shared passives should be exactly what scouts are used for, but this is not the case, the reality is scouts are used as slayer fits in PC because they wreck everything unless its a big blob of heavies and logis. |
Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2714
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Posted - 2014.11.01 22:59:00 -
[43] - Quote
el OPERATOR wrote:Thread reported for being an insult to the intelligence of anyone who's played pc in the last 6 months.
Ridiculous line of bs is ridiculous.
Please allow me to solve all your problems with the cloak, your passive scan range and hacking: NOTE *The following is borrowed from the feedback "scouts" provided to the community who have questioned the imbalanced design of scouts and by proxy, cloaking*
-> USE YOUR EYES<-
Sincerely, Nerf scouts. With no delay. Coming from Cap Aq, second to only LATINO KILLER CORP in the number of HMG heavies deployed on the field in PC.
Nerf Heavies. Nothing should have enough HP to survive a remote explosive.
"Minmitar Scout" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
Give the Minja active dampening!--By Bor
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One Eyed King
Land of the BIind
5275
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Posted - 2014.11.01 23:06:00 -
[44] - Quote
Gavr1lo Pr1nc1p wrote:el OPERATOR wrote:Thread reported for being an insult to the intelligence of anyone who's played pc in the last 6 months.
Ridiculous line of bs is ridiculous.
Please allow me to solve all your problems with the cloak, your passive scan range and hacking: NOTE *The following is borrowed from the feedback "scouts" provided to the community who have questioned the imbalanced design of scouts and by proxy, cloaking*
-> USE YOUR EYES<-
Sincerely, Nerf scouts. With no delay. Coming from Cap Aq, second to only LATINO KILLER CORP in the number of HMG heavies deployed on the field in PC. Nerf Heavies. Nothing should have enough HP to survive a remote explosive. Notice he also ignores all the scouts recommending reasonable nerfs and the fact that a scout gave Rattati the idea of reducing range while cloaked.
At least scouts know there is a problem and try to find common sense solutions.
1.9 Where cloaked scouts give way to tanked scouts. Problem solved?
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Imp Smash
Molon Labe. General Tso's Alliance
305
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Posted - 2014.11.02 01:57:00 -
[45] - Quote
Vesta Opalus wrote: If passives were what scouts were used for, you'd see one scout per squad in PC. Instead what you see is entire squads worth of scouts running around in outdoor/open areas, and a mix of heavys/logis/scouts in indoor areas. So why is this the case? Its because in outdoor the speed/stealth of a bunch of scouts makes a scout swarm the best option, and in indoor areas the sentinel health+logi+ scouts running around shotgunning **** and killing links is the best option.
None of this has to do with passives, and all of it has to do with the best way to kill people in each environment.
I dont think Ive ever seen anyone running a scan fit in PC, its always damped up cloak scouts with ~500 hp running around with shotguns or a rifle and REs.
Shared passives should be exactly what scouts are used for, but this is not the case, the reality is scouts are used as slayer fits in PC because they wreck everything unless its a big blob of heavies and logis.
That's also a reasonable argument.
I honestly don't know where I fall on the whole debate. I personally am going to withhold judgement until we see what kind of hitbox detection fixes we get with 1.9. After that then we might have more information to make safe judgements about passive scans. Afterall -- passive scan is/has been an intregal part of the game since its inception. Doing away with it might be the way forward -- but it's not a step we should take lightly. |
o'o
Circle of Huskarl Minmatar Republic
11
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Posted - 2014.11.02 02:02:00 -
[46] - Quote
One Eyed King wrote:Atiim wrote:Shared Passives only nerf every other frames, and wouldn't do anything to Scouts other than cause them to have to point out where something is (which is trivial given that it only requires you to speak). It seems more like a "nerf players w/o mics" ordeal than anything. As for Cloak Fields, they'll still have their uses as it makes you much more harder to spot (and in many cases, invisible). Disagree. If a heavy with a scout in squad can see all red assaults around him, without any sacrifice, that is insane. If shared passives are removed, suddenly that heavy has to use his vision and awareness to handle medium frame enemies and can't rely on his scout. Why should other frames get the benefit of scout SP and fittings sacrifice? Do we get extra armor just because a heavy in our squad has some? Do our weapons get a damage increase if someone in our squad has damage mods? The entire idea behind shared scans is ridiculous. If you want to share scans, use an active scanner.
Beautiful.
Taking out tanks and heavys, with a set of knives. <3
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Atiim
Heaven's Lost Property
13379
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Posted - 2014.11.02 03:12:00 -
[47] - Quote
One Eyed King wrote: Disagree.
If a heavy with a scout in squad can see all red assaults around him, without any sacrifice, that is insane.
If shared passives are removed, suddenly that heavy has to use his vision and awareness to handle medium frame enemies and can't rely on his scout.
I don't see how it's insane. ~90% of Assaults don't use Dampeners because it takes 3-4 of them to get under a Scout's scans if they're using only 1 Precision Enhancer, and if it's an Amarr Scout with a PE you're not evading it's scans unless you have 5 Complex Dampeners, a fit that nobody in all of DUST is stupid enough to run.
Even if you remove Shared Passive Scans, that Sentinel won't need to use vision or awareness because the Scout in the squad can (and definitely will) tell the Sentinel that where the enemy is. At best you'll delay the intel by .829s, which is how long it takes to say "Joe, there's a Scout behind you" - and that's assuming you're saying it casually.
One Eyed King wrote:Why should other frames get the benefit of scout SP and fittings sacrifice?
Do we get extra armor just because a heavy in our squad has some?
Do our weapons get a damage increase if someone in our squad has damage mods? Because you're playing a team-based game. An easy example of other frames having the benefits of a frame's sacrifice & SP would be the Logistics.
They invest a heavy amount of SP into their equipment, and running the best of it requires that they make sacrifices to their fittings. As a result, other frames get a multitude of benefits ranging from increased HP/s, faster spawn times, and even resurrection.
Then there's AVers, who's SP investments and sacrifices hugely benefit other frames by allowing them to focus on the task(s) delegated to them, as opposed to running away from ADSs or HAVs.
...
Should we remove AV Weaponry & Equipment so that other frames can't receive the benefits of another player's investments and sacrifices? No; so then we shouldn't remove shared Passive Scans.
One Eyed King wrote:The entire idea behind shared scans is ridiculous.
If you want to share scans, use an active scanner. Honestly, the entire idea behind having something which shows the exact location of virtually every enemy within 20-80m while also displaying which direction they're facing is ridiculous as well, but it's not going anywhere anytime soon sadly.
I could use an Active Scanner, or I can use Passive Scans like I am currently. Or, if by some magical reason this failure of a proposal manages to get implemented, I can simply LMAO while still sharing the Scout's scans via vocal communication.
The 1st Matari Commando
-HAND
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