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Lynn Beck
Delta Vanguard 6
2180
|
Posted - 2014.11.04 05:18:00 -
[1] - Quote
An idea hit me, and it's possible (not) to fix everything with Scouts and their Ewar raping everything else in the game.
First though, I run a Minja fitted ENTIRELY for scanning. Yup. 2 Precisions and 2 ranges, or if i'm feeling fancy i'll use 3 Precisions, 2 Ranges and a Damp.
The reason it's so wonderfully good?
I can tell WHERE you are, at ALL times. I can tell WHERE you're looking in real time, all the time.
I can even tell who I can't see, just by looking at them and seeing them disappear behind a wall(but that's using brainpower.. can't use that.)
Now: Imagine how the current gameplay would handle IF: Passive scans didn't display in real time, but in 5 to 10 second "snapshots".
Instead of "well this guy's clearing this corner about... NOW(fire sniper rifle) (headshot before guy has passed the wall by 3 meters) Now we have "Hmm. 5 guys in that room? better avoid them."
Instead of seeing a thing running really fast and IMMEDIATELY knowing "that's a scout/kincatted assault" you go "there's a thing there, let's chase it/avoid it" followed by "Hmm.. where is he now?" *knifd*
Now personally i would like to see a buff of some sort to precision(at least on Med frames) to help accompany this, as currently you need more Precisions than Damps to win the EWAR fight.
Given the new (potential) downside/weakness to Ewar, i'd like there to be more incentive to scan things.
Also an opportunity in this system is NEW MODS. Example: Scan Recursive Array(?): Similar to Shield Regulators, but applies to the delay between scan "bursts" I'd like 1 mod to reduce this by like 20% at prototype, 10% at Basic.
Another possible one would be to add extra time to the "tracking" of people on radar. Say if at base stats you only see 1/8th of a second (or even 0 seconds, but that image holds for 2 seconds) This mod would allow you to have "current" scanning and red-dot placement for an increased amount of time This would only add at most 1/4 of a second per module, if % based would maybe add a half second, so people can make a suit dedicated to liveshowing people's suits but at the loss to precision/range potential.
Also a possibility in this system would be a "False Positive" equipment that could either be deployable that puts a signal within a 10m radius, or a handheld that "delays" your signal by a few seconds.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
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Lynn Beck
Delta Vanguard 6
2180
|
Posted - 2014.11.04 05:24:00 -
[2] - Quote
Also for this to be a possibility we'd need to change how the radar looks, as with dots randomly appearing and disappearing out of nowhere it would get hard to understand real quick.
one you could try is either to just add a "pulse" effect to the radar, or to make it "pulse" on the screen.(my example for this is Scan Mode in Armored Core Verdict Day)
The general feel for the latter is that you see normally, just that there's a white line that scoots across the ground really quickly on your screen when your scan pulse is out.(did that even make sense?)
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
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MrShooter01
Storm Wind Strikeforce Caldari State
972
|
Posted - 2014.11.04 05:29:00 -
[3] - Quote
Lynn Beck wrote:
Also a possibility in this system would be a "False Positive" equipment that could either be deployable that puts a signal within a 10m radius, or a handheld that "delays" your signal by a few seconds.
How about something like a "decoy grenade"
Simple device, throw it and it makes an "enemy" profile on radar with a signature big enough to be noticed by anything, lasting 10-30 seconds
You get to carry a lot of them, and if you want can throw a bunch to make it look like there's a surprise hmg birthday party waiting around the corner, bluffing the enemy into backing off from the objective you're defending all by yourself |
One Eyed King
Land of the BIind
5417
|
Posted - 2014.11.04 05:34:00 -
[4] - Quote
I think a lot of people have accepted that a significant problem with EWAR is the binary nature.
There are many things that could be done hypothetically that could change that, but I am afraid those changes won't come til Legion.
1.9 Where cloaked scouts give way to tanked scouts. Problem solved?
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Lynn Beck
Delta Vanguard 6
2181
|
Posted - 2014.11.04 05:44:00 -
[5] - Quote
One Eyed King wrote:I think a lot of people have accepted that a significant problem with EWAR is the binary nature.
There are many things that could be done hypothetically that could change that, but I am afraid those changes won't come til Legion. That's the sad truth, although there are things we can propose to improve this system.
We could make it rough as hell looking, but as long as it makes gameplay itself "fun" it's all that matters right?
I mean, Isn't there this whole "Gamers only care about graphics, gameplay is second" thing we have to prove wrong?(probably wrong on that, need to stop watching Jimquisitions)
Might update some of my post to make it easier to read, but personally i don't care how we change it. I'm just throwing an idea about to see if it seems reasonable/good/easy enough to do.
If it would take a team of 3-4 coders/progammers more than a month or 2 of part time work(maybe "borrow" a dev from EVE for 2 hours a day) Then i'll shut up.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
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G Felix
100
|
Posted - 2014.11.04 05:48:00 -
[6] - Quote
MrShooter01 wrote:Lynn Beck wrote:
Also a possibility in this system would be a "False Positive" equipment that could either be deployable that puts a signal within a 10m radius, or a handheld that "delays" your signal by a few seconds.
How about something like a "decoy grenade" Simple device, throw it and it makes an "enemy" profile on radar with a signature big enough to be noticed by anything, lasting 10-30 seconds You get to carry a lot of them, and if you want can throw a bunch to make it look like there's a surprise hmg birthday party waiting around the corner, bluffing the enemy into backing off from the objective you're defending all by yourself
Actually, some sort of chaff grenade or jamming equipment that throws off enemy scans would be really cool. It might serve to balance ewar a bit, too.
Dust can be frustrating. (Gò»°Gûí°)Gò»n+¦ Gö+GöüGö+)
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Joel II X
Bacon with a bottle of Quafe
4254
|
Posted - 2014.11.04 05:48:00 -
[7] - Quote
Probably not going to happen.
As you might've noticed, the only balancing changes are within numbers in assets' stats, not within their functionality. |
Lynn Beck
Delta Vanguard 6
2182
|
Posted - 2014.11.04 05:53:00 -
[8] - Quote
Joel II X wrote:Probably not going to happen.
As you might've noticed, the only balancing changes are within numbers in assets' stats, not within their functionality. True, however Rattati has managed to get some workers somehow(who?) to get all this new stuff in.(that poor sucker that optimized Caldari Production...)
It wouldn't be TOO much a stretch to see them change how the radar/red dot system works.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
|
Lloyd Orfay
SHAKING BABIES FACTION WARFARE ALLIANCE
159
|
Posted - 2014.11.04 05:58:00 -
[9] - Quote
Passive scans are useless for scouts, as no one ever uses scouts for passive scans nor anyone ever intends to. It would just be best to just remove passive scans and limit scouts to a real scout role(minimal battle capacity, no need for major protection etc) But where they have horrible scan profile and precision and need to rely on their cloak to get around to tactical locations. We could still give them active scanner bonuses(but none that surpass gallogi) but that would call for active scanner changes.(They still need to be changed regardless as they provide unfair battle potential.) Maybe give them some special kind of equipment that can scan sentinels/certain vehicles and snipers? Basically high value targets(but they will need an evenly distrubuted amount of wp given for how many HVT's they scan so it can't be abused and people are properly rewarded for it)
It has to be something that removes most of their versatility and killing power that they/teams can benefit on and that cannot be exploited.
On small vacation surfing on Caldari Tanks.
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Lynn Beck
Delta Vanguard 6
2182
|
Posted - 2014.11.04 06:01:00 -
[10] - Quote
so your solution to EWAR is to remove it at all points across the board... and make Gallogi the ultimate recon suit.
Also in your proposal is to nerfbat scouts into nonexistance like in the latter days of Chromosome up till Uprising 1.7...
We can trust him, his corp name is SHAKING BABIES.
edit: now that i've added the face
Why is that the first hting you think of?
Also with nobody able to see anything(save for gallogis... lol) now hte scout has EVEN MORE hiding ability, as we can now use our Cloak to be invisible completely and never be found by anyone(but those damned Gallogis..) So now we can run Kincats and shield extenders/damage mods, maybe our own AScanner, and continue to wreck EVERYTHING in our way like before, just with the added "benefit" of every scout in the game(and every ground unit) to be required to hold a AScanner.
While we're at it, let's add a 2nd/3rd/4th equip to every frame with proper CPU/PG to accomodate this?
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
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SagaB
Krusual Covert Operators Minmatar Republic
12
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Posted - 2014.11.04 06:02:00 -
[11] - Quote
Lynn Beck wrote:Joel II X wrote:Probably not going to happen.
As you might've noticed, the only balancing changes are within numbers in assets' stats, not within their functionality. True, however Rattati has managed to get some workers somehow(who?) to get all this new stuff in.(that poor sucker that optimized Caldari Production...) It wouldn't be TOO much a stretch to see them change how the radar/red dot system works. Can be done on a client update. With 1.9 almost out, we know other improvements and additions can be made.
One thing is for certain, tanked scouts don't deserve to be damped against assaults. |
Lynn Beck
Delta Vanguard 6
2182
|
Posted - 2014.11.04 06:07:00 -
[12] - Quote
Tanked scouts shouldn't be able to tank better than an Assault(recharge..) of equal tier.
My Minja M-1 might be able to tank less, sure. but it's got that RIDICULOUS 50/s shield recharge on its side, so it never has to even THINK of adding a Recharger.
Then think of those Caldari scouts. they can run 350 shield 200 armor and CQC strafe kill a 400 shield 900+ armor sentinel because they are: skinnier, recharge faster(delay), and recharge faster(rate) AND they move faster, have more stamina(jump more/sooner) AND have the enemy (potentially) on their radar constantly.
Honestly i'd prefer if we could just swap Assault/Scout shield recharge and make their delays longer as well.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
|
SagaB
Krusual Covert Operators Minmatar Republic
14
|
Posted - 2014.11.04 06:12:00 -
[13] - Quote
Lynn Beck wrote:Tanked scouts shouldn't be able to tank better than an Assault(recharge..) of equal tier.
My Minja M-1 might be able to tank less, sure. but it's got that RIDICULOUS 50/s shield recharge on its side, so it never has to even THINK of adding a Recharger.
Then think of those Caldari scouts. they can run 350 shield 200 armor and CQC strafe kill a 400 shield 900+ armor sentinel because they are: skinnier, recharge faster(delay), and recharge faster(rate) AND they move faster, have more stamina(jump more/sooner) AND have the enemy (potentially) on their radar constantly.
Honestly i'd prefer if we could just swap Assault/Scout shield recharge and make their delays longer as well. MinAss with 50 hp/s? I'd be in heaven. And a little bit OP.
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Joel II X
Bacon with a bottle of Quafe
4258
|
Posted - 2014.11.04 06:13:00 -
[14] - Quote
Lloyd Orfay wrote:Passive scans are useless for scouts, as no one ever uses scouts for passive scans nor anyone ever intends to. It would just be best to just remove passive scans and limit scouts to a real scout role(minimal battle capacity, no need for major protection etc) But where they have horrible scan profile and precision and need to rely on their cloak to get around to tactical locations. We could still give them active scanner bonuses(but none that surpass gallogi) but that would call for active scanner changes.(They still need to be changed regardless as they provide unfair battle potential.) Maybe give them some special kind of equipment that can scan sentinels/certain vehicles and snipers? Basically high value targets(but they will need an evenly distrubuted amount of wp given for how many HVT's they scan so it can't be abused and people are properly rewarded for it)
It has to be something that removes most of their versatility and killing power that they/teams can benefit on and that cannot be exploited. Without EWAR, the only thing we'll have available are biotics and armor.
Your idea has made it to one of THE worst ideas I've ever seen. I have a list of them. Some of said ideas include my own. |
Lynn Beck
Delta Vanguard 6
2183
|
Posted - 2014.11.04 06:14:00 -
[15] - Quote
SagaB wrote:Lynn Beck wrote:Tanked scouts shouldn't be able to tank better than an Assault(recharge..) of equal tier.
My Minja M-1 might be able to tank less, sure. but it's got that RIDICULOUS 50/s shield recharge on its side, so it never has to even THINK of adding a Recharger.
Then think of those Caldari scouts. they can run 350 shield 200 armor and CQC strafe kill a 400 shield 900+ armor sentinel because they are: skinnier, recharge faster(delay), and recharge faster(rate) AND they move faster, have more stamina(jump more/sooner) AND have the enemy (potentially) on their radar constantly.
Honestly i'd prefer if we could just swap Assault/Scout shield recharge and make their delays longer as well. MinAss with 50 hp/s? I'd be in heaven. And a little bit OP. Isn't that the role of Assaults though, to provide constant pressure to the enemy? plus they won't have the ridiculously low shield recharge delays that Cal scouts have currrently(2/4 on a base calscout? SERIOUSLY?)
A properly EWAR scout would recharge FULLY in 7 seconds worst, 5 seconds best.
Meanwhile an Assault takes 10 seconds to recharge their HP, not even counting the delay.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
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Leadfoot10
Molon Labe. General Tso's Alliance
1971
|
Posted - 2014.11.04 06:20:00 -
[16] - Quote
Lynn Beck wrote:My friend's trying to make a radar MinLogi to run passive scans for his heavy/squad, and it's proving QUITE fruitless.
with 3-4 precisions, he won't scan a 2damp Minja. with 3-4 damps on, he won't dodge a 1-2 precision scout.
lol @ passice scanning a medium suit.
If he really wants the best of passive scans, he should use Amarr scout -- the bonus makes it superior, and the slowness of armor plates won't matter as much as long as he's with the squad. 2nd choice would be Caldari and its ability to extend its scans beyond 90m (but at a lower precision).
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SagaB
Krusual Covert Operators Minmatar Republic
14
|
Posted - 2014.11.04 06:24:00 -
[17] - Quote
Lynn Beck wrote:EWAR scouts aren't our biggest problem right now, but they will be once Slayers are.
Currently our problem is Slayers(fitting max tank/gank and going about slaying EVERYTHING, at most maybe fitting 1-2 damps.) We need a method to reduce their efficiency in the "get in their face, strafe like a mother, and CQC instaown everything." Ideas are welcome for this one, although my personal one would be to drop Shield Recharge and Armor Repair(if it's not already) to below that of the Assault.
Shield Extenders increase hitbox, armor lowers strafe speed. Change scout passive skills to added efficacy to modules. If a GalScout wants to damp, then add your damps.
Crazy ideas? maybe to slayer scouts. You do not need high eHP for assassinations. If you get spotted, you are doing something wrong. |
Lynn Beck
Delta Vanguard 6
2183
|
Posted - 2014.11.04 06:26:00 -
[18] - Quote
Leadfoot10 wrote:Lynn Beck wrote:My friend's trying to make a radar MinLogi to run passive scans for his heavy/squad, and it's proving QUITE fruitless.
with 3-4 precisions, he won't scan a 2damp Minja. with 3-4 damps on, he won't dodge a 1-2 precision scout. lol @ passice scanning a medium suit. If he really wants the best of passive scans, he should use Amarr scout -- the bonus makes it superior, and the slowness of armor plates won't matter as much as long as he's with the squad. 2nd choice would be Caldari and its ability to extend its scans beyond 90m (but at a lower precision). Thing is though, he wants to rep a heavy and be his "eyes" too.
It's literally impossible with medium frames, and Logis had their Precision dropped(compared to Assaults' at least.)
What use is it though, if they can't even scan a max skills no modules Galscout with 3 precisions?
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
|
Lynn Beck
Delta Vanguard 6
2183
|
Posted - 2014.11.04 06:27:00 -
[19] - Quote
SagaB wrote:Lynn Beck wrote:EWAR scouts aren't our biggest problem right now, but they will be once Slayers are.
Currently our problem is Slayers(fitting max tank/gank and going about slaying EVERYTHING, at most maybe fitting 1-2 damps.) We need a method to reduce their efficiency in the "get in their face, strafe like a mother, and CQC instaown everything." Ideas are welcome for this one, although my personal one would be to drop Shield Recharge and Armor Repair(if it's not already) to below that of the Assault. Shield Extenders increase hitbox, armor lowers strafe speed. Change scout passive skills to added efficacy to modules. If a GalScout wants to damp, then add your damps. Crazy ideas? maybe to slayer scouts. You do not need high eHP for assassinations. If you get spotted, you are doing something wrong. As cool/EVElike that would be, it would be unbelievably hard to code in.
Just something like changing turn speed as a "per module" or "just sentinels" thing was too impossible to change back.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
|
Joel II X
Bacon with a bottle of Quafe
4259
|
Posted - 2014.11.04 06:28:00 -
[20] - Quote
SagaB wrote:Lynn Beck wrote:EWAR scouts aren't our biggest problem right now, but they will be once Slayers are.
Currently our problem is Slayers(fitting max tank/gank and going about slaying EVERYTHING, at most maybe fitting 1-2 damps.) We need a method to reduce their efficiency in the "get in their face, strafe like a mother, and CQC instaown everything." Ideas are welcome for this one, although my personal one would be to drop Shield Recharge and Armor Repair(if it's not already) to below that of the Assault. Shield Extenders increase hitbox, armor lowers strafe speed. Change scout passive skills to added efficacy to modules. If a GalScout wants to damp, then add your damps. Crazy ideas? maybe to slayer scouts. You do not need high eHP for assassinations. If you get spotted, you are doing something wrong. Changing bonus to module efficiency: not until the other frames do so as well. |
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SagaB
Krusual Covert Operators Minmatar Republic
15
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Posted - 2014.11.04 06:35:00 -
[21] - Quote
Lynn Beck wrote:Isn't that the role of Assaults though, to provide constant pressure to the enemy? plus they won't have the ridiculously low shield recharge delays that Cal scouts have currrently(2/4 on a base calscout? SERIOUSLY?)
A properly EWAR scout would recharge FULLY in 7 seconds worst, 5 seconds best.
Meanwhile an Assault takes 10 seconds to recharge their HP, not even counting the delay.
edit: and what's OP if everything has it's own level of OP?
Scouts have really good radar/evasion/assassination
Assaults have REALLY good regen, able to provide constant pressure to the enemy making them wee themselves. Logos are walking Walmarts, throwing about everything you might need at a wonderful price. Sentinels are the LAV version of the ADS, but now on legs. Commandos are f**king badassery factories, emitting constant badassitude all across the battlefield and spewing unfiltered power from a distance.
I mean, this is what we want, right? You are correct. If scouts have a great advantage over Assaults in the ewar front, Assaults should have a greater buffer in regen (at least).
I only say slightly OP because, in the eyes of a scout, such a buff would send them qq'ing all over the walls. |
SagaB
Krusual Covert Operators Minmatar Republic
15
|
Posted - 2014.11.04 06:39:00 -
[22] - Quote
Joel II X wrote:SagaB wrote:Lynn Beck wrote:EWAR scouts aren't our biggest problem right now, but they will be once Slayers are.
Currently our problem is Slayers(fitting max tank/gank and going about slaying EVERYTHING, at most maybe fitting 1-2 damps.) We need a method to reduce their efficiency in the "get in their face, strafe like a mother, and CQC instaown everything." Ideas are welcome for this one, although my personal one would be to drop Shield Recharge and Armor Repair(if it's not already) to below that of the Assault. Shield Extenders increase hitbox, armor lowers strafe speed. Change scout passive skills to added efficacy to modules. If a GalScout wants to damp, then add your damps. Crazy ideas? maybe to slayer scouts. You do not need high eHP for assassinations. If you get spotted, you are doing something wrong. Changing bonus to module efficiency: not until the other frames do so as well. Where is my "add more ammo" module for MinAss or my "dispersion diminisher" module for GalAss. |
SagaB
Krusual Covert Operators Minmatar Republic
15
|
Posted - 2014.11.04 06:42:00 -
[23] - Quote
Lynn Beck wrote:SagaB wrote:Lynn Beck wrote:EWAR scouts aren't our biggest problem right now, but they will be once Slayers are.
Currently our problem is Slayers(fitting max tank/gank and going about slaying EVERYTHING, at most maybe fitting 1-2 damps.) We need a method to reduce their efficiency in the "get in their face, strafe like a mother, and CQC instaown everything." Ideas are welcome for this one, although my personal one would be to drop Shield Recharge and Armor Repair(if it's not already) to below that of the Assault. Shield Extenders increase hitbox, armor lowers strafe speed. Change scout passive skills to added efficacy to modules. If a GalScout wants to damp, then add your damps. Crazy ideas? maybe to slayer scouts. You do not need high eHP for assassinations. If you get spotted, you are doing something wrong. As cool/EVElike that would be, it would be unbelievably hard to code in. Just something like changing turn speed as a "per module" or "just sentinels" thing was too impossible to change back. That's the sad truth: coding is a pain in the butt (on the ps3). Good thing we have Legion on PC |
Jack McReady
Dust University Ivy League
1562
|
Posted - 2014.11.04 08:56:00 -
[24] - Quote
SagaB wrote:Lynn Beck wrote:SagaB wrote:Lynn Beck wrote:EWAR scouts aren't our biggest problem right now, but they will be once Slayers are.
Currently our problem is Slayers(fitting max tank/gank and going about slaying EVERYTHING, at most maybe fitting 1-2 damps.) We need a method to reduce their efficiency in the "get in their face, strafe like a mother, and CQC instaown everything." Ideas are welcome for this one, although my personal one would be to drop Shield Recharge and Armor Repair(if it's not already) to below that of the Assault. Shield Extenders increase hitbox, armor lowers strafe speed. Change scout passive skills to added efficacy to modules. If a GalScout wants to damp, then add your damps. Crazy ideas? maybe to slayer scouts. You do not need high eHP for assassinations. If you get spotted, you are doing something wrong. As cool/EVElike that would be, it would be unbelievably hard to code in. Just something like changing turn speed as a "per module" or "just sentinels" thing was too impossible to change back. That's the sad truth: coding is a pain in the butt (on the ps3). Good thing we have Legion on PC that is not true. making applications for ps3 is as easy as for any other device. CROSS PLATFORM applications are hard to optimize for PS3 though.
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Sequal Rise
Les Desanusseurs
152
|
Posted - 2014.11.04 09:13:00 -
[25] - Quote
If I was a dev I'd erase EWAR and active scanners completely. It is definitely screwing up the game. A wallhack mode for some suits should never exist in any FPS!
Doing this, scouts will still have the cloak to hide from others and be sneakier than the other. I DONT see any drawback to this.
Assaulting people since way too long..
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calvin b
Sinq Laison Gendarmes Gallente Federation
2168
|
Posted - 2014.11.04 09:16:00 -
[26] - Quote
You want to fix scouts remove the cloak. Problem solved. Over 70% are s*** without the cloak. Take away the crutch and they will fall.
Can the other voices in other peoples minds hear my voices in my head????
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Jack McReady
Dust University Ivy League
1564
|
Posted - 2014.11.04 09:32:00 -
[27] - Quote
just move the suits bonus to modules instead of applying it to base stats. damped suits will stay the same, scrub fittings will get weaker.
also make precision enhancers as strong as dampeners.
if you want to remain unseen against a precision enhanced suit you better fit damps or go back to easy mode CoD. |
jace silencerww
Krullefor Organization Minmatar Republic
72
|
Posted - 2014.11.04 10:10:00 -
[28] - Quote
Lloyd Orfay wrote:Passive scans are useless for scouts, as no one ever uses scouts for passive scans nor anyone ever intends to. It would just be best to just remove passive scans and limit scouts to a real scout role(minimal battle capacity, no need for major protection etc) But where they have horrible scan profile and precision and need to rely on their cloak to get around to tactical locations. We could still give them active scanner bonuses(but none that surpass gallogi) but that would call for active scanner changes.(They still need to be changed regardless as they provide unfair battle potential.) Maybe give them some special kind of equipment that can scan sentinels/certain vehicles and snipers? Basically high value targets(but they will need an evenly distrubuted amount of wp given for how many HVT's they scan so it can't be abused and people are properly rewarded for it)
It has to be something that removes most of their versatility and killing power that they/teams can benefit on and that cannot be exploited. READ 1.9 patch notes! while cloaked a scout loses 85% of they passive scan and yes scout use passive scans. the scanners are fine again 1.9 you are getting a TEAM scanner ability to some active scanners so you can see the scouts by team scans. READ THE NOTES FOR 1.9 that is coming even this next downtime or the one after. |
jace silencerww
Krullefor Organization Minmatar Republic
72
|
Posted - 2014.11.04 10:10:00 -
[29] - Quote
calvin b wrote:You want to fix scouts remove the cloak. Problem solved. Over 70% are s*** without the cloak. Take away the crutch and they will fall. agreed you will see who really is the true scouts again. |
SagaB
Krusual Covert Operators Minmatar Republic
17
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Posted - 2014.11.04 13:21:00 -
[30] - Quote
Jack McReady wrote:SagaB wrote:Lynn Beck wrote:SagaB wrote:
Shield Extenders increase hitbox, armor lowers strafe speed. Change scout passive skills to added efficacy to modules. If a GalScout wants to damp, then add your damps.
Crazy ideas? maybe to slayer scouts. You do not need high eHP for assassinations. If you get spotted, you are doing something wrong.
As cool/EVElike that would be, it would be unbelievably hard to code in. Just something like changing turn speed as a "per module" or "just sentinels" thing was too impossible to change back. That's the sad truth: coding is a pain in the butt (on the ps3). Good thing we have Legion on PC that is not true. making applications for ps3 is as easy as for any other device. CROSS PLATFORM applications are hard to optimize for PS3 though. Let me rephrase. Coding in so many dropsuit variables(CPM0 member said it) while rendering full maps in Dust is a pain in the butt.
edit: This is not because of bad coding, but the limitations the PS3 has implementing all of these variables. |
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