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Thread Statistics | Show CCP posts - 13 post(s) |
Spectral Clone
Abandoned Privilege Top Men.
3072
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Posted - 2014.11.08 19:13:00 -
[151] - 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.
Ferroscale plates are actually better than "standad" plates on an assault scout. It-¦s what the real slayers use (non-shotgun). Reducing strafe speed for heavily plated heavies and scouts is a good idea though.
EVE: Legion, also known as: Schroedinger's Game, EVE: Limbo, or just "Not-a-game-yet".
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Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
152
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Posted - 2014.11.08 23:02:00 -
[152] - Quote
Kaeru Nayiri wrote:IDEA [...] You created a secondary 60m scanning ring for vehicles, why not create more of them to reflect different radius of scanning power?
first ring: 5m 120% scanning precision
second ring:10m 100% scanning precision
third ring: 20m 80% scanning precision
I also want to repeat that I am against removing the directional indicator on the red dots on tacnet. The type of scout we want to have in the game (intel, stealth, low combat abilities, low tank) needs to know when to run from cover to cover. If peeking was possible, this would not be an issue. When he or she is running around with 250 EHP it isn't possible to survive even 1 person noticing him/her moving around.
Any thoughts on this compromise to scanning falloff, Rattati? |
DarthPlagueis TheWise
312
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Posted - 2014.11.08 23:32:00 -
[153] - Quote
You know what? As a Gal Logi, I'm fine with this as long as we keep our precision.
At first I was a little on edge about it but now that I realized this is just designed to help out Min/Amarr scouts it's fine.
But if you take away our precision, you are nerfing the role completely and rendering it useless.
Bolas deploys tank in strategic location
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Kensai Dragon
DUST University Ivy League
59
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Posted - 2014.11.09 00:35:00 -
[154] - Quote
Regarding scan falloff...
CCP Rattati wrote:Everyone,
post 1.9 there have been a lot of calls for EWAR changes and I am all for another spin, anything to shake up the meta.
Can't do Passive Scan sharing with Squad removal is impossible without extensive refactoring work of the whole scan system Same applies to precision falloff - this is even more complex
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Skullmiser Vulcansu
164
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Posted - 2014.11.09 01:22:00 -
[155] - Quote
This is my point of view:
I usually run a precision enhancer and profile dampener or my Amarr Logistics suit. I will be content with any changes if this is enough to defeat any suit with no electronic warfare modules( in electronic warfare, not combat). Scouts should be able to defeat this with basic modules, but they should need at least one, or else I will not think the game is balanced. After all... one armor module is all it would take to pass the base hit points of Logistics suits. Why the the reverse not be true for electronic warfare?
I like that logistic suits have better scan precision and range than assaults. I don't think logistics need to have a worse profile to be balanced, because the assaults already have a lot going for them that the logistics do not(More speed, hit points, and weapon bonuses). I know that this is biased, but Logistics players are presently much more lacking in survivability than Assault players.
If this game was fun, I wouldn't be playing it.
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CeeJ Mantis
Mantodea MC
80
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Posted - 2014.11.09 02:10:00 -
[156] - Quote
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.
Longest plasma cannon kill: 236.45m
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CommanderBolt
KILL-EM-QUICK RISE of LEGION
2383
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Posted - 2014.11.09 02:16:00 -
[157] - 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 -
[158] - 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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Kensai Dragon
DUST University Ivy League
61
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Posted - 2014.11.09 02:23:00 -
[159] - Quote
What if cloak became standard issue for scout? Tiered bonus attached to the suit you wear, essentially giving up one equipment slot and probably some CPU/PG in exchange for pre-fitted cloak...? |
CeeJ Mantis
Mantodea MC
81
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Posted - 2014.11.09 02:29:00 -
[160] - Quote
CommanderBolt wrote: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.
They can use ewar mods like everyone else and get bonues. Perhaps a 15m radius with a +33% bonus instead. Maybe adjusted cloak stats for an optimum balance. Mostly, I think this idea takes away scout omnipotence and encourages using your bonus for scouting. I'm all up for improving it so that more scout play styles are welcome and valid.
Longest plasma cannon kill: 236.45m
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CeeJ Mantis
Mantodea MC
81
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Posted - 2014.11.09 02:48:00 -
[161] - Quote
CommanderBolt wrote: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. Or perhaps you can think of it like off-racial equipment on a logi. Still very useful, but not optimal. I mostly wanna encourage the use of cloak as it is a defining feature of scouts, but many would prefer not to bother with it. I want it to be something (as you get a bonus with it) that you want to put on. Like a cal logi and nanohives, or a rep tool on a min logi.
Longest plasma cannon kill: 236.45m
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Prinny Waters
Immortal Guides
13
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Posted - 2014.11.09 03:13:00 -
[162] - Quote
Here's something I'd like to discuss; Giving Logistics suits the longest scan range.
Hear me out; one of the biggest flaws of Ewar right now is that the highest range suit, lowest profile suit, and the suit with the best precision are all on one type of suit and, currently, so much better at it that other suits need not apply. While many of the changes that have been proposed seek to bring narrow the gap and bring the other dropsuits into Ewar there will always be a problem if something so powerful is still dominated by one suit type.
My proposal is simple enough. Logistic suits will have their scan precision made weak enough that they cannot scan an assault suit without equipping at least one precision module, yet will out-range all other dropsuits to compensate. This will make it so that even non-Ewar Logistics will give their squad forewarning against any undampened (and probably full-tank) Heavy suits while requiring that Logi to have to run ferroscale and precision in order to find Assault suits.
If we can get the numbers right a Logistics suit would be able throw on a single complex range module to get a heads up on any HMG Sentinels or Assault suits who don't care about their profile. Logibro's willing to sacrifice everything for the team, however, can opt to walk around in cardboard armor so that their squadmates can turn corners and move on objectives without having to worry about an Assault suit with a shotgun waiting around every corner... Unless, of course, that Assault is willing to wear cheap paper machete in order to maintain the element of surprise....
Just another thought on how to make things interesting, mainly because there can never be enough Logibro's out and about. |
Shinobi MumyoSakanagare ZaShigurui
VEHICLEBUSTERS Demolitions and Logistics Corp .
1371
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Posted - 2014.11.09 04:25:00 -
[163] - Quote
CCP Rattati wrote:
The plate sig penalty is aimed at scouts .
It just seems like threw the discussion that this is in fact helping scouts to see better and with the changes to the scanners , penalizing those who use scanners more then currently because now there are more limits to the functionality of active scanners .
I don't use a Gal Logi but I do have my active scanners maxed and now after reading this I see that was a bad decision when as a logi it's a helpful tool . Logistics seem to get penalized more then enough lately with the changes to the functionality of the equipment and making them less functional , which penalizes the logistic role once again .
Active scanners are basically useless unless in the hands of a Gal Logi , most don't even see a dampened scout .. which makes it kind of worthless but these are the one's with the longest cool down times and greater cost .
I don't see the benefits because I play Medic and I'm not specking into a role to use a scanner that just received a drop off in it's functionality .
A lot of scouts don't use plates and this clearly won't effect them and actually gives them buff in their ability to pick up signatures , most heavies , Logi's and assaults wear plates and the boost in a signature decrease won't warrant the loss of HP's and regen , also this change will decrease TTK , which will lead to shorter fights , quicker clone outs and faster matches .
I know that these are just idea's but other routes could have been taken instead of decreasing the functionality of another equipment tool and boosting scouts seeing and hiding abilities .
Thank you Rattati , the DEV crew and the CPM for getting the job of 1.9 done .
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Sgt Kirk
Fatal Absolution
8327
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Posted - 2014.11.09 05:38:00 -
[164] - Quote
I personally think Assaults need better scan radius and Logistics get better precision.
CCP holds the Caldari's hand so this doesn't happen again.
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2789
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Posted - 2014.11.09 05:59:00 -
[165] - Quote
DO NOT GIVE EXTENDERS A PROFILE PENALTY
It will completely ruin the min scout. I already take half my HP from the fall damage from just JUMPING if I have no HP mods. This change would completely invalidate us. If you're gonna give plates a profile penalty, make it only the non variant plates (same as move speed), though, TBH, I think that doubling the penalties of HP mods on scout suits would be sufficient, if the nerfs that you have in place haven't been enough.
"Minja" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
I piss Remote Explosives and shit Shotgun shells.
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Kaze Eyrou
Molon Labe. General Tso's Alliance
903
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Posted - 2014.11.09 06:57:00 -
[166] - Quote
Gavr1lo Pr1nc1p wrote:DO NOT GIVE EXTENDERS A PROFILE PENALTY
It will completely ruin the min scout. I already take half my HP from the fall damage from just JUMPING if I have no HP mods. This change would completely invalidate us. If you're gonna give plates a profile penalty, make it only the non variant plates (same as move speed), though, TBH, I think that doubling the penalties of HP mods on scout suits would be sufficient, if the nerfs that you have in place haven't been enough. Or they could always do this:
Negates 18% fall damage per level. (Min scout level 5 would have 90% fall damage reduction.)
Closed Beta Vet // Logi Bro // @KazeEyrou
Chief Intelligence Officer (Forum Warrior)
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Cass Caul
1492
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Posted - 2014.11.09 08:19:00 -
[167] - Quote
It has recently come to my attention that back in July, the last time Rattati made changes to EWAR that in this post: https://forums.dust514.com/default.aspx?g=posts&t=168249&find=unread
He linked a google sheets page that had profile values.
The numbers for the Amarr Scout and Minmatar Scout when using 2 complex profile dampeners are incorrect. The Amarr and Minmatar Scouts, according to that page, can overcome a lvl 5 Amarr Scout using 2 Complex Precision Enhancers simply by equipping an equal number of Complex Profile Dampeners.
This is false. The Amarr and Minmatar Scouts need 2 Complex Profile Dampeners and the Ishukone Cloak Field to overcome a lvl 5 Amarr Scout with 2 Complex Precision Enhancers
I am not sure if Rattati is still using this innacurate information to determine his ideas, but the many of these things heavily penalize Minmatar Scouts while penalizing Amarr and Caldari fairly well too. The Gallente Scout is least effected, yet that seems to be the target.
Reminder: Just because someone is an employed developer does not make their ideas sacrosanct.
On Hiatus.
This is my smartphone alt
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Blueprint For Murder
Immortal Guides
239
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Posted - 2014.11.09 09:12:00 -
[168] - Quote
You guys talk about hp and hp mods so much when it doesn't matter to a scout. In a frontal assault scene shot gun scouts use speed/dps to kill you and strife scouts use shield regain and dps. The little extra hp is nice, but really makes no difference because our dps is just as high if not higher then yours and you have to adapt to us. Most classes use a light weapon slot so dps is equal right? wrong because combat starts when you are facing away and most weapons do not leave enough time to recover this is the reason I am so adamant about sidearms only scouts for a fix. It addresses all of the scouts abilities without hurting other classes and furthermore allows them to be balanced separately which their abilities demand.
We all agree that scouts are meant to be sneaky and that means they will be able to get the jump on you so none of these changes will make a difference then. It is the dps that must be addressed, but Dps can not be addressed while scouts are in the same weapons pool as the other classes.
Now this is a thread on changing ewar and really comes down to changing scouts now we can think of plenty of great Ideas to break scouts, but I don't think any of them will increase the time between my first shot and and your death whether I am cloaked or not.
Check out the film Flame and Citron it is amazing! Wizard Talk
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The Master Race
Immortal Guides
239
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Posted - 2014.11.09 09:12:00 -
[169] - Quote
You guys talk about hp and hp mods so much when it doesn't matter to a scout. In a frontal assault scene shot gun scouts use speed/dps to kill you and strife scouts use shield regain and dps. The little extra hp is nice, but really makes no difference because our dps is just as high if not higher then yours and you have to adapt to us. Most classes use a light weapon slot so dps is equal right? wrong because combat starts when you are facing away and most weapons do not leave enough time to recover this is the reason I am so adamant about sidearms only scouts for a fix. It addresses all of the scouts abilities without hurting other classes and furthermore allows them to be balanced separately which their abilities demand.
We all agree that scouts are meant to be sneaky and that means they will be able to get the jump on you so none of these changes will make a difference then. It is the dps that must be addressed, but Dps can not be addressed while scouts are in the same weapons pool as the other classes.
Now this is a thread on changing ewar and really comes down to changing scouts now we can think of plenty of great Ideas to break scouts, but I don't think any of them will increase the time between my first shot and and your death whether I am cloaked or not.
Check out the film Flame and Citron it is amazing! Wizard Talk
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Stefan Stahl
Seituoda Taskforce Command
834
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Posted - 2014.11.09 11:38:00 -
[170] - Quote
Blueprint For Murder wrote:this is the reason I am so adamant about sidearms only scouts for a fix. Remember how Scouts were fine / slightly UP before 1.8? I enjoyed being a scout back then because you absolutely had to get the drop on people to survive. Once seen you pretty much died instantly.
What I'm trying to say is that it is well within the realm of possibilities to push the scout out of the assault role without taking away the light weapon slot. Pre 1.7 stats are proof of that. |
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Blueprint For Murder
Immortal Guides
239
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Posted - 2014.11.09 12:30:00 -
[171] - Quote
You mean light suits were fine. correct? That had no bonuses and did not have increased cpu/pg in order to fit cloak. correct? The light suits that are still balanced now? Well if that is correct then by all means play it the fact is that what we deal with in the scout suit is completely different thanks to the cloak and the cpu/pg required to use it. Comparing the two is ignorance at best, but most likely just disingenuous.
Check out the film Flame and Citron it is amazing! Wizard Talk
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The Master Race
Immortal Guides
239
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Posted - 2014.11.09 12:30:00 -
[172] - Quote
You mean light suits were fine. correct? That had no bonuses and did not have increased cpu/pg in order to fit cloak. correct? The light suits that are still balanced now? Well if that is correct then by all means play it the fact is that what we deal with in the scout suit now is completely different from what it was thanks to the cloak and the cpu/pg required to use it.
To think you can take a balanced suit increase its stats and abilities and believe it would remain balanced without taking anything away is ********. http://www.youtube.com/watch?v=ZoZ-25tlD7c
Check out the film Flame and Citron it is amazing! Wizard Talk
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Varoth Drac
Vengeance Unbound RISE of LEGION
332
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Posted - 2014.11.09 12:49:00 -
[173] - Quote
What happened to making scout ewar bonuses module dependant?
Also, penalties for scouts fitting hp mods should be targeted at other attributes rather than profile. Nerfing profile will only encourage people to use scouts like assaults and tank them up, ignoring the profile penalty. Instead you will be nerfing the scouts that do try to be stealthy and use limited hp mods to stay alive.
What about shield regen? How about a large regen rate penalty for extenders on scouts?
For plates, a scout-only large penalty to movement?
Please don't nerf scout suit scan range, 20m is just far enough (base).
Reducing assault profile a bit is good, but the Gal logi precision bonus still makes it too hard for assaults to dampen effectively. Change the bonus to cooldown or angle. Buff precision of focused scanners, and introduce an advanced focused scanner. This way focussed scanners will be a method of scanning scouts, however their limited angle, cooldown and duration will allow scouts to use skill and positioning to avoid them. If they get scanned by a focused scanner they don't have long to wait for the scan to wear off. |
Kallas Hallytyr
Skullbreakers
915
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Posted - 2014.11.09 12:52:00 -
[174] - Quote
Cavani1EE7 wrote:Keep taking gun game out of this game. GG. I'm sure skilled players will all appreciate this. FFS. Yeah, "gun game"
Strafing like a spastic monkey on fire is not gun game.
Alt of Halla Murr. Sentinel.
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Prinny Waters
Immortal Guides
13
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Posted - 2014.11.09 13:58:00 -
[175] - Quote
I am confused by people claiming that giving armor/shield modules a profile increase would help Scouts... Last I checked, Scouts were inherently capable of finding anyone else and had to put precision to find other Scouts, meaning that they are already finding Assaults without issue as dampening an Assault to hide from Ewar Scouts isn't feasible when they're aiming for someone way sneakier than you. Since you don't really need to hide from anyone else as non-Scouts are blind Ewar as a whole was Scout-only.
The idea of profile signature increasing with plates is to make brick tank Scouts visible to any other Scout and potentially even make them visible to Assaults/Logis, making it possible for them to get a brief heads up before shotgun time. Chances are that the whole "Scouts find everyone but can't be found if they don't want to be found" thing isn't going to change but with these potential balancing changes they will be forced to choose between having heavy enough health to sprint in and murder a dude if caught or having low enough profile that they don't have to worry about an Assault with complex precision module turning around and saying "Hi" when they go in for the kill.
Also, making every dropsuit have a scan range of 15 or higher dramatically increases the usefulness of adding the profile penalty as maxing the scan range skill gives you a range of 22.5 without modules, which is at least enough warning that you should be able to face shotgunners before they fire (assuming you're not in a firefight). Non-CQC Scouts will be largely unaffected, since they aren't likely to want to get that close unless paid. |
Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2794
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Posted - 2014.11.09 15:43:00 -
[176] - Quote
Kaze Eyrou wrote:Gavr1lo Pr1nc1p wrote:DO NOT GIVE EXTENDERS A PROFILE PENALTY
It will completely ruin the min scout. I already take half my HP from the fall damage from just JUMPING if I have no HP mods. This change would completely invalidate us. If you're gonna give plates a profile penalty, make it only the non variant plates (same as move speed), though, TBH, I think that doubling the penalties of HP mods on scout suits would be sufficient, if the nerfs that you have in place haven't been enough. Or they could always do this: Negates 18% fall damage per level. (Min scout level 5 would have 90% fall damage reduction.) *Facepalm*
"Minja" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
I piss Remote Explosives and shit Shotgun shells.
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2794
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Posted - 2014.11.09 15:48:00 -
[177] - Quote
Cass Caul wrote:It has recently come to my attention that back in July, the last time Rattati made changes to EWAR that in this post: https://forums.dust514.com/default.aspx?g=posts&t=168249&find=unreadHe linked a google sheets page that had profile values. The numbers for the Amarr Scout and Minmatar Scout when using 2 complex profile dampeners are incorrect. The Amarr and Minmatar Scouts, according to that page, can overcome a lvl 5 Amarr Scout using 2 Complex Precision Enhancers simply by equipping an equal number of Complex Profile Dampeners. This is false. The Amarr and Minmatar Scouts need 2 Complex Profile Dampeners and the Ishukone Cloak Field to overcome a lvl 5 Amarr Scout with 2 Complex Precision Enhancers I am not sure if Rattati is still using this innacurate information to determine his ideas, but the many of these things heavily penalize Minmatar Scouts while penalizing Amarr and Caldari fairly well too. The Gallente Scout is least effected, yet that seems to be the target. Reminder: Just because someone is an employed developer does not make their ideas sacrosanct. This. All you're doing is killing off the minmitar scout, while continuing to make the Gallente the only viable option. In all honesty, the minmitar scout is in a good place/slight need of a tiny buff (to dampening), whereas the other scouts are in a good place/in need of a small nerf.
Please do not seriously consider the HP mods penalizing any form of eWAR as a possibility.
"Minja" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
I piss Remote Explosives and shit Shotgun shells.
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Meee One
Amakakeru-Ryu-no-Hirameki
1249
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Posted - 2014.11.09 15:55:00 -
[178] - Quote
And people wonder why i got away from a Gal logis.
Assaults should receive 0 eWAR buffs,logistics should.
Assaults are like the dumb jocks,durable(high base eHP),but stupid(bad eWAR). Logistics is like smart nerds,weak(low eHP),but smart(high eWAR).
CCP just gave assaults 150 more eHP,and logistics slots at 0 sacrifice. Now they are goung to give them an eWAR buff?
While logistics was going to get a speed nerf,and now another equipment nerf? Seriously?
Lol,welcome to all-brawn-no-brain514.
I thought this was supposed to be a team game. Why not balance around logistics and assaults working together?
Logistics is the assaults scanning platform,while the assault is the logistics bodyguard. Synchronization is a beautiful thing,and 'lol COD solo assault playing' should be shunned.
As for the scan links. Have them 'ping' activated. 1 active at a time,cloak 'push button' activation. Each button push sends out a 1 second 'ping'. Recharge,or limited battery then 'pop'.
Basic allows 1 ping before recharge. (30-45) ADV 2. Pro 3 with the best scan precision
Official Blueberry of the Forums.
Title given by my #1 fan Sgt Kirk.
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Jebus McKing
lol Proto
892
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Posted - 2014.11.09 17:06:00 -
[179] - Quote
CCP Rattati wrote:Plot twist: Extenders and Plates add signature profile I have to disagree with this change.
I think EWAR is already complex enough without another module messing with profiles, especially since we still can't see our current profile db in the fitting screen.
I'd be ok with other penalties though, like strafe speed penalties for scouts etc, if deemed needed.
But to be honest, if we make it easier for all suits to use dampeners effectively, nerf scout scanrange, and remove directional arrows from the radar I think this is already a lot of stuff that will make the life of scouts much harder even without further penalties to HP modules.
Assault / Logi / Sentinel / Scout // @JebusMcKing
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Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
152
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Posted - 2014.11.09 17:54:00 -
[180] - Quote
Kensai Dragon wrote:Regarding scan falloff...
Do you realize that my suggestion is a compromise that creates a "fake" scan falloff system using the current mechanics? |
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