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Thread Statistics | Show CCP posts - 13 post(s) |
CommanderBolt
KILL-EM-QUICK RISE of LEGION
2347
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Posted - 2014.11.06 21:46:00 -
[1] - Quote
Seriously lets just remove all forms of scans in this game. Remove passive scans, remove active scanners too. Give the Gallente logi a new role.
Then we can think about scans in terms of a squad assist 'call in' that costs WP just like an orbital.
The whole scanning mechanism in this game is just too much. Everyone should be able to play stealthy if they want to. Scans and passive scans are way too easy and give way too much intelligence.
Remove all scan!
"Also I think knives are a good idea, big f**k-off shiny ones"
"Guns for show, Knives for a pro"
MY LIFE FOR AIUR!
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CommanderBolt
KILL-EM-QUICK RISE of LEGION
2383
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Posted - 2014.11.09 02:16:00 -
[2] - Quote
CCP Rattati wrote:I'm going to throw one final design that I have had evaluated. It is possible to penalize one class over the other. So we can do
if scout then worse plate penalty for example.
Another thing is that we are able to focus the penalty on strafing specifically.
So the idea would be to penalize forward movement less on "normal plates", but severely decrease strafe speed, and more on the scout than other classes. Reactives and ferros would not incur these hard penalties.
This would mean Amarr Sentinels become very unwieldy, bastions like they were supposed to be, but weak to being headshotted at range, and brick tanked scouts will always have speed less than equal ehp assaults.
Let the fireworks begin.
So as a proper speed scout using ewar, those brick tankers are not only slower but will show up easier on my scans too? Awrrr hell yes!
Make scouting about actual scouting, infiltration, shadow play, etc again and not this pseudo-assault thing. I also very much like the idea of leaving reactives and ferroscales as they are. I occasionally slap a ferroscale on my speed scouts to offer just a little more buffer.
"Also I think knives are a good idea, big f**k-off shiny ones"
"Guns for show, Knives for a pro"
MY LIFE FOR AIUR!
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CommanderBolt
KILL-EM-QUICK RISE of LEGION
2383
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Posted - 2014.11.09 02:19:00 -
[3] - Quote
CeeJ Mantis wrote:I came up with an idea. One of the problems with scouts is that their ewar is so good, and it is always on. I made a post about how I disliked the idea of cloak fields reducing scan range as it cancels out your ewar skills and mods to have it active. THis means you're less likely to use them, and more likely to brick out instead of use things they get bonuses to. What if instead things went like this:
1. Take scout's base ewar range to 10, and increase their profile to 40db. 2. Add a multiplier to scanning range while cloaked, and add a minimum cloak duration (maybe 3 seconds). 3. (optional) Increase cloak dampening by 5% per level
This gives scouts 2 modes. Combat ready and relatively blind, and defenseless ewar mode. You can cloak up to gather information, but to engage an enemy you make yourself blind. A minimum cloak duration prevents quick activation so you can't just get quick pulses of intel, and it encourages use of better cloak fields for scouting. You can possibly scale ewar range bonus to equipment tier, or add different types of cloaks with different modifiers to duration, range, dampening, cooldown etc.
In short, scouts will be encouraged to use their scout cloak field bonus. They can provide intel and be stealthy (what scouts want) but only temporarily. Any scout that wants to be a stealthy brawler can try, but they won't have the massive ewar stats while doing it.
Certainly an interesting idea, and I am sure we could work on it to make it awesome however, what about us scouts that do not use a cloak? Are you forcing all scouts to be cloakers or is this to only apply when a cloak is fitted?
I dislike being forced to use a cloak, it should be a choice just like any piece of equipment is.
"Also I think knives are a good idea, big f**k-off shiny ones"
"Guns for show, Knives for a pro"
MY LIFE FOR AIUR!
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