|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
SagaB
Krusual Covert Operators Minmatar Republic
12
|
Posted - 2014.11.04 06:02:00 -
[1] - 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. |
SagaB
Krusual Covert Operators Minmatar Republic
14
|
Posted - 2014.11.04 06:12:00 -
[2] - 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.
|
SagaB
Krusual Covert Operators Minmatar Republic
14
|
Posted - 2014.11.04 06:24:00 -
[3] - 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. |
SagaB
Krusual Covert Operators Minmatar Republic
15
|
Posted - 2014.11.04 06:35:00 -
[4] - 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 -
[5] - 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 -
[6] - 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 |
SagaB
Krusual Covert Operators Minmatar Republic
17
|
Posted - 2014.11.04 13:21:00 -
[7] - 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. |
|
|
|