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Thread Statistics | Show CCP posts - 13 post(s) |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4741
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Posted - 2014.11.09 19:25:00 -
[181] - 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.
how would this discourage the cal scout from assault bricking their shields?
Other'n that, the idea is AMAZING
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Vitantur Nothus
Nos Nothi
110
|
Posted - 2014.11.09 19:37:00 -
[182] - Quote
Breakin Stuff wrote: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. how would this discourage the cal scout from assault bricking their shields? Other'n that, the idea is AMAZING CA Scout running straight complex shields has roughly the same HP as a CA Assault with no HP modules. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4742
|
Posted - 2014.11.09 19:47:00 -
[183] - Quote
calscout can avoid hit detection via strafe shenanigans, just like every other scout can.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Vitantur Nothus
Nos Nothi
110
|
Posted - 2014.11.09 19:57:00 -
[184] - Quote
Breakin Stuff wrote:calscout can avoid hit detection via strafe shenanigans, just like every other scout can. Agreed. So do we nerf Scouts to fix strafe mechanics or fix strafe mechanics to fix strafe mechanics? |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4766
|
Posted - 2014.11.09 20:22:00 -
[185] - Quote
Vitantur Nothus wrote:Breakin Stuff wrote:calscout can avoid hit detection via strafe shenanigans, just like every other scout can. Agreed. So do we nerf Scouts to fix strafe mechanics or fix strafe mechanics to fix strafe mechanics? Note: Assaults can wiggle-wiggle on par with the best of wiggling Scouts. Yup.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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CeeJ Mantis
Mantodea MC
84
|
Posted - 2014.11.10 03:03:00 -
[186] - 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 10m, 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 tier (or add +1% cloak field dampening per level of the cloak field skill)
This gives scouts 2 modes. Combat ready with relatively poor ewar, and defenseless, high ewar mode. You can cloak up to gather information, but to engage an enemy you loose ewar effectiveness. 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. I've seen no comments on this idea. I really want to try to flesh this out as it seems like a good solution to the scout problem that doesn't involve loads of ewar changes, and keeps to the idea of encourageing use of certain things, rather than discouraging use of things.
Longest plasma cannon kill: 236.45m
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Prinny Waters
Immortal Guides
22
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Posted - 2014.11.10 04:18:00 -
[187] - Quote
It probably hasn't been addressed as it forces cloaks rather than leaves them as an option. That is messed up in so many ways... Only having ewar while cloaked would also force a pretty hefty nerf on the cloaking field themselves as, currently, you'd be able to cloak and regain your vision so often that losing it would be temporary at best.
Plus, it means that cloakers have no incentive to do move around while uncloaked and full scans means they'll be able to see if it is safe to decloak. Sure, they will lose a bit of time hoping from cover to cover in order to keep up the cloak time they need to pounce/flee as necessary but the best you could hope for is the old advantage with a map travel time of a Logistics suit.
Also doesn't solve the whole "Killing people before the invisibility wears off" thing since they'd never want to be visible and could do all of their repositioning whilst invisible.... Which is why cloaked shotgun/nova knife is currently so ridiculous... |
MINA Longstrike
Kirjuun Heiian
1574
|
Posted - 2014.11.10 04:41:00 -
[188] - Quote
Prinny Waters wrote:It probably hasn't been addressed as it forces cloaks rather than leaves them as an option. That is messed up in so many ways... Only having ewar while cloaked would also force a pretty hefty nerf on the cloaking field themselves as, currently, you'd be able to cloak and regain your vision so often that losing it would be temporary at best.
Plus, it means that cloakers have no incentive to do move around while uncloaked and full scans means they'll be able to see if it is safe to decloak. Sure, they will lose a bit of time hoping from cover to cover in order to keep up the cloak time they need to pounce/flee as necessary but the best you could hope for is the old advantage with a map travel time of a Logistics suit.
Also doesn't solve the whole "Killing people before the invisibility wears off" thing since they'd never want to be visible and could do all of their repositioning whilst invisible.... Which is why cloaked shotgun/nova knife is currently so ridiculous...
You got a second equipment slot for the cloak specifically. It should be something that is *role defining* if you have a second equipment slot just for it, and a 75% fitting cost reduction towards it. Right now, electronic warfare on scouts is ridiculous because they have access to it at all times - if it was forced to be a choice for say tactical infiltration so you pick out and assassinate specific targets, that would be good, because scouts would no longer be the "light assault" murdermachines that people currently play them as.
You are conflating the issues with decloak delay, with overall scout balance. Scouts should not be desireable to play as 'light assaults' when decloaked they should really feel the disadvantages of non-bonused weapons or high hp totals.
With cloak changes in this manner you make a choice between combat or ewar, a choice scouts don't currently make, they get both combat ability and ewar.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Prinny Waters
Immortal Guides
22
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Posted - 2014.11.10 04:59:00 -
[189] - Quote
If the slot were truly dedicated to cloaks then I would be arbitrarily forced to use it. As I choose not use it and, thanks to ewar, am not being arbitrarily punished for it my quality of life is improved.
Scouts currently lose 85% of their scan range while cloaked, meaning that them not being able to be seen also means they no longer see around walls. When they are, themselves, extremely difficult to find they lose the ability to plan ahead as they must now hope they are safe when they decloak. Additionally, they now have to be concerned about someone outside of their field of vision covering whomever it is they are trying to murder as they cannot see anywhere else exclusively whilst cloaked.
As for the conflating of problems, the aforementioned range reduction was designed to lessen the insta-kill cloaking problem. The proposal to do the exact opposite and make cloaked scouts the only ones good at finding and murdering people would compound the problem and is therefore a very big part of the discussion that needs addressing. As only cloaked scouts will get ewar and ewar is essential to compensating for the difference in hp, dropsuit bonus. Do also keep in mind that Caldari and Amarr scouts would lose their race bonus if not cloaked.
When it comes to choice, do you really want people's options to be "Scout with cloak or something else?" Because making cloaks mandatory would turn non-cloaked scouts into Assaults whom miss out on their race bonuses and lose half of their health. If you really want scout speed put on a few kinetics and bask in how fast you are while still having health. |
CeeJ Mantis
Mantodea MC
85
|
Posted - 2014.11.10 04:59:00 -
[190] - Quote
Prinny Waters wrote:It probably hasn't been addressed as it forces cloaks rather than leaves them as an option. That is messed up in so many ways... Only having ewar while cloaked would also force a pretty hefty nerf on the cloaking field themselves as, currently, you'd be able to cloak and regain your vision so often that losing it would be temporary at best.
Plus, it means that cloakers have no incentive to do move around while uncloaked and full scans means they'll be able to see if it is safe to decloak. Sure, they will lose a bit of time hoping from cover to cover in order to keep up the cloak time they need to pounce/flee as necessary but the best you could hope for is the old advantage with a map travel time of a Logistics suit.
Also doesn't solve the whole "Killing people before the invisibility wears off" thing since they'd never want to be visible and could do all of their repositioning whilst invisible.... Which is why cloaked shotgun/nova knife is currently so ridiculous... As it stands, scouts can fight so effectively that they don't need cloak. They are entirely effective because they have the ability to see the battlefield clearly while engaging the enemy. Cloak now incentivizes scouts to use it as little as possible as their ewar is their greatest asset, and using it to hide in their blind spot is more effective than hoping to not see a shimmer. It is used as a defense tool for running away/hiding, or as an assaulting tool to run strait at an enemy. My proposal is aimed at making it for defense/intel gathering, which is ideally the scout's roll.
Essentially I want to make scouts be scouts. Scouts have INSANELY powerful ewar, and bonuses, and they arguably need these bonuses in order to make the role distinct and viable. However, I believe that putting a limiter on their ability will be the best way to let scouts be fun and different. The cloak is the most convenient way to do it as it only involves changing a few parameters. If cloak duration/recharge is too powerful, then those numbers can be changed (10/20/30 seconds, +50% recharge time, etc). The specific numbers are less important than the idea itself, and if you have a better idea, I'd like to hear it.
Longest plasma cannon kill: 236.45m
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Blueprint For Murder
Immortal Guides
240
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Posted - 2014.11.10 05:13:00 -
[191] - Quote
cloak is used more as an assault tool then anything else now lol.
Check out the film Flame and Citron it is amazing! Wizard Talk
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MINA Longstrike
Kirjuun Heiian
1575
|
Posted - 2014.11.10 05:19:00 -
[192] - Quote
Prinny Waters wrote:If the slot were truly dedicated to cloaks then I would be arbitrarily forced to use it. As I choose not use it and, thanks to ewar, am not being arbitrarily punished for it my quality of life is improved. I was around when the cloak was first brought up. Scouts did not want to lose their nanite injectors or active scanners (for spin scanning) just for a cloaking device, they demanded a second equipment slot. You choose not to use a cloak on your scout because your scout is perfectly overpowered without it - you do not have to make a choice between combat ability and ewar wallhacks that is the problem - meaningfully addressing this would take away the ewar wallhacks while scouts are in combat mode and return the crazy ewar abilities only while in the non-combat cloak mode.
Prinny Waters wrote:Scouts currently lose 85% of their scan range while cloaked, meaning that them not being able to be seen also means they no longer see around walls. When they are, themselves, extremely difficult to find they lose the ability to plan ahead as they must now hope they are safe when they decloak. Additionally, they now have to be concerned about someone outside of their field of vision covering whomever it is they are trying to murder as they cannot see anywhere else exclusively whilst cloaked. This is not a meaningful disadvantage to scouts. They can get by without cloaks due to powerful ewar, in short if you are 'good' a cloak is a disadvantage to you, rather than being something the defines the role. A cloak hurts more than it helps at high skill levels. What Ceej's proposed change would do is force scouts to make a plan, attempt to execute, and then fade once executed so they can re-evaluate engagement options rather than being able to perform re-evaluations in the middle of combat.
Prinny Waters wrote:As for the conflating of problems, the aforementioned range reduction was designed to lessen the insta-kill cloaking problem. The proposal to do the exact opposite and make cloaked scouts the only ones good at finding and murdering people would compound the problem and is therefore a very big part of the discussion that needs addressing. As only cloaked scouts will get ewar and ewar is essential to compensating for the difference in hp, dropsuit bonus. Do also keep in mind that Caldari and Amarr scouts would lose their race bonus if not cloaked. No, it wasn't it was to make scouts have a deficit, the delay before firing (which is being increased) is the attempted fix for 'insta-kill cloaking'. A scout should be able to find and murder people - they should be forced to re-evaluate after that single target. The could certainly be a minimum duration of cloaked time necessary before you get the ewar bonuses. In regards to 'taking away bonuses', no one needs the ability to see 40-70m+ with high precision at all times that is blatantly overpowered, it is compounded by allowing everyone in your squad to also see these people. As soon as spin scanning was fixed *everyone* jumped over to scouts (in particular the cal scout).
Prinny Waters wrote:When it comes to choice, do you really want people's options to be "Scout with cloak or something else?" Because making cloaks mandatory would turn non-cloaked scouts into Assaults whom miss out on their race bonuses and lose half of their health. If you really want scout speed put on a few kinetics and bask in how fast you are while still having health THATS THE ****ING POINT. People shouldn't be playing scouts as light assaults. They should be scouts who take targets of opportunity when available. Assaults should be the main "I want to ****ing shoot people" platform.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Prinny Waters
Immortal Guides
22
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Posted - 2014.11.10 05:22:00 -
[193] - Quote
CeeJ Mantis wrote: As it stands, scouts can fight so effectively that they don't need cloak. They are entirely effective because they have the ability to see the battlefield clearly while engaging the enemy. Cloak now incentivizes scouts to use it as little as possible as their ewar is their greatest asset, and using it to hide in their blind spot is more effective than hoping to not see a shimmer. It is used as a defense tool for running away/hiding, or as an assaulting tool to run strait at an enemy. My proposal is aimed at making it for defense/intel gathering, which is ideally the scout's roll.
Essentially I want to make scouts be scouts. Scouts have INSANELY powerful ewar, and bonuses, and they arguably need these bonuses in order to make the role distinct and viable. However, I believe that putting a limiter on their ability will be the best way to let scouts be fun and different. The cloak is the most convenient way to do it as it only involves changing a few parameters. If cloak duration.recharge is too powerful, then those numbers can be changed (10/20/30 seconds, +50% recharge time, etc). The specific numbers are less important than the idea itself, and if you have a better idea, I'd like to hear it.
I can definitely agree that the core of the problem is that scouts get the best ewar by far and that, if they have been on Dust long enough to afford the scout ranks, arbitrarily ignore the fitting cost of a cloak.
Unfortunately, buffing cloaking fields to add scan range only worsens the problem as it adds incentive to cloaking yet does nothing to solve the issue of them being undetectable by non-scouts or able to murder everyone. As I don't see CCP having the ability to limit this blindness only to scouts who equip cloaks the end result will basically be the death of non-cloaked scouts, presumably with a large portion swapping to cloaking while the rest decide whether or not Dust still appeals to them in cloak-town.
If you won't accept me simply backing Rattati's proposed changes or my proposal to make pure Logistic suits the best at finding non-scouts then here is another idea: make cloaking flare up your profile instead of decreasing it while also toning down how much they reduce the cloak's fitting cost.
Increasing profile size on cloaks would leave non-cloaked scouts relatively viable, as the range and precision mods necessary for ewar to give a consistent edge would still require them to be frail, while asking cloakers a question; are you willing to have empty slots on your suit in exchange for your invisibility?
Keep in mind that a scanned cloaker isn't truly cloaked anymore. If we assume Rattati's range increase will go through, we can safely assume that more than just scout suits will start considering running ewar mods. This means that nonscouts would find them if they opt not to run dampeners, typically it would not be far enough out to actually gun them down with ease but it would give them a chance to fight after the scout has already closed most of the distance, meaning that the close range scout has range advantage while the other suit has health advantage.
Additionally, making cloaked suits have a hefty fitting price for scouts, as opposed to proto scouts being able to just put on the basic one without much consequence, we make it so that cloakers have to leave slots empty if they wish to dedicate themselves to stealth. If they don't want to light up like a christmas tree they have to stack dampeners, but if they put all their stuff into dampeners they won't have the fitting to both be immune to scanners and have a proto weapon, meaning the second they turn on cloak any nearby enemy scout knows it is meal time...
Choice, consequence, yadda yadda. Two people posted since I started typing this so gimme a sec to adjust. |
Blueprint For Murder
Immortal Guides
240
|
Posted - 2014.11.10 05:26:00 -
[194] - Quote
The delay is pointless because you can't see a scout anyway so they just decloak .33 or what ever sooner it makes no difference I stalk people without the cloak. The only way to change insta blaping is to lower a scouts dps or breaking the class because they are meant to be sneaky.
You can't expect people to watch there backs 24/7 it would bring them to a stand still so the only thing that is left is increasing the time it takes to kill enough to give them a chance to react.
Check out the film Flame and Citron it is amazing! Wizard Talk
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MINA Longstrike
Kirjuun Heiian
1575
|
Posted - 2014.11.10 05:56:00 -
[195] - Quote
Prinny Waters wrote:words.
You're looking at this and going "they want to buff cloaks! that's crazy" when you should be going "They want to nerf ewar, and then use cloaks to define the scouts role"
I can understand why you wouldn't want ewar changed or it made so you 'have' to fit a cloak, but currently ewar is the problem (that's why we have this thread!). If scouts had 'normal' ewar capabilities while uncloaked, people wouldn't prefer them over the suits that are meant to be 'in the fight', because honestly they'd be 'bad' at it with their 'low' hp and somewhat deterministic slot layouts.
They would then have the option and incentive to not only fit cloaks, but to fit good cloaks in order to play towards their ewar role. Shouting about how you don't want to feel forced to fit cloaks is like listening to a logi complain that they don't want to feel forced to use equipment, they'd rather use that extra fitting to be better at murdering people instead.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Prinny Waters
Immortal Guides
22
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Posted - 2014.11.10 05:59:00 -
[196] - Quote
MINA Longstrike wrote: I was around when the cloak was first brought up. Scouts did not want to lose their nanite injectors or active scanners (for spin scanning) just for a cloaking device, they demanded a second equipment slot. You choose not to use a cloak on your scout because your scout is perfectly overpowered without it - you do not have to make a choice between combat ability and ewar wallhacks that is the problem - meaningfully addressing this would take away the ewar wallhacks while scouts are in combat mode and return the crazy ewar abilities only while in the non-combat cloak mode.
How do you not consider the ability to survive bullets separate from my combat ability? I can deal as much damage as I want and still fail to drop a person because they applied a bullet to my face and all those range modules don't protect me. If I were more difficult to spot than the other suits an assault tries to murder I would see your point but, without something making me harder to spot, the time advantage I get by knowing where to point my gun ought to be compared to the time advantage my opponent gets for requiring more bullets to die.
Whether or not those two are currently balanced is something I can't tell as this game bases balance on full 5 skilled veterans and my only 5's are in passive abilities. Get Rattati the magical baddass to weigh in on that if you want to know if scouts without cloaks are legitimately a problem.
MINA Longstrike wrote: This is not a meaningful disadvantage to scouts. They can get by without cloaks due to powerful ewar, in short if you are 'good' a cloak is a disadvantage to you, rather than being something the defines the role. A cloak hurts more than it helps at high skill levels. What Ceej's proposed change would do is force scouts to make a plan, attempt to execute, and then fade once executed so they can re-evaluate engagement options rather than being able to perform re-evaluations in the middle of combat.
I do not agree that being blind while invisible is meaningless. If you don't agree with that there's nothing for me to say as there isn't much to be added; you either value being able to see through walls or you don't.
MINA Longstrike wrote:
No, it wasn't it was to make scouts have a deficit, the delay before firing (which is being increased) is the attempted fix for 'insta-kill cloaking'. A scout should be able to find and murder people - they should be forced to re-evaluate after that single target. The could certainly be a minimum duration of cloaked time necessary before you get the ewar bonuses. In regards to 'taking away bonuses', no one needs the ability to see 40-70m+ with high precision at all times that is blatantly overpowered, it is compounded by allowing everyone in your squad to also see these people. As soon as spin scanning was fixed *everyone* jumped over to scouts (in particular the cal scout).
They attempted to nerf scout cloaking in two ways. The cloak delay was insufficient; the range reduction is debatable.
If scouts lose ewar unless they cloak then logistic suits and assault suits will do every single thing better than a scout without cloak. If they must cloak to acquire ewar and, upon cloaking, receive the exact same ewar they do now then cloaked scouts can just travel slower to let the cloak refresh and lose nothing but time. They will still be able to find everyone, they will still be just as lethal as before, they will still be the hardest suits to scan.
As for taking away bonuses, if the suit has less health than an assault, scans just as poorly as an assault, no bonuses for its race, and has no unique weapon types or slots, how is it not just a weaker assault suit?
MINA Longstrike wrote:
THATS THE ****ING POINT. People shouldn't be playing scouts as light assaults. They should be scouts who take targets of opportunity when available. Assaults should be the main "I want to ****ing shoot people" platform.
Your solution to scout light is for cloaked scouts to be unchanged while uncloaked lose everything. Not a solution mate.
Finally, can I get some civility for my mechanics discussions? Swearing at me really doesn't help make your point. |
CeeJ Mantis
Mantodea MC
86
|
Posted - 2014.11.10 06:06:00 -
[197] - Quote
Prinny Waters wrote:CeeJ Mantis wrote: As it stands, scouts can fight so effectively that they don't need cloak. They are entirely effective because they have the ability to see the battlefield clearly while engaging the enemy. Cloak now incentivizes scouts to use it as little as possible as their ewar is their greatest asset, and using it to hide in their blind spot is more effective than hoping to not see a shimmer. It is used as a defense tool for running away/hiding, or as an assaulting tool to run strait at an enemy. My proposal is aimed at making it for defense/intel gathering, which is ideally the scout's roll.
Essentially I want to make scouts be scouts. Scouts have INSANELY powerful ewar, and bonuses, and they arguably need these bonuses in order to make the role distinct and viable. However, I believe that putting a limiter on their ability will be the best way to let scouts be fun and different. The cloak is the most convenient way to do it as it only involves changing a few parameters. If cloak duration.recharge is too powerful, then those numbers can be changed (10/20/30 seconds, +50% recharge time, etc). The specific numbers are less important than the idea itself, and if you have a better idea, I'd like to hear it.
I can definitely agree that the core of the problem is that scouts get the best ewar by far and that, if they have been on Dust long enough to afford the scout ranks, arbitrarily ignore the fitting cost of a cloak. Unfortunately, buffing cloaking fields to add scan range only worsens the problem as it adds incentive to cloaking yet does nothing to solve the issue of them being undetectable by non-scouts or able to murder everyone. As I don't see CCP having the ability to limit this blindness only to scouts who equip cloaks the end result will basically be the death of non-cloaked scouts, presumably with a large portion swapping to cloaking while the rest decide whether or not Dust still appeals to them in cloak-town. If you won't accept me simply backing Rattati's proposed changes or my proposal to make pure Logistic suits the best at finding non-scouts then here is another idea: make cloaking flare up your profile instead of decreasing it while also toning down how much they reduce the cloak's fitting cost. Increasing profile size on cloaks would leave non-cloaked scouts relatively viable, as the range and precision mods necessary for ewar to give a consistent edge would still require them to be frail, while asking cloakers a question; are you willing to have empty slots on your suit in exchange for your invisibility? Keep in mind that a scanned cloaker isn't truly cloaked anymore. If we assume Rattati's range increase will go through, we can safely assume that more than just scout suits will start considering running ewar mods. This means that nonscouts would find them if they opt not to run dampeners, typically it would not be far enough out to actually gun them down with ease but it would give them a chance to fight after the scout has already closed most of the distance, meaning that the close range scout has range advantage while the other suit has health advantage. Additionally, making cloaked suits have a hefty fitting price for scouts, as opposed to proto scouts being able to just put on the basic one without much consequence, we make it so that cloakers have to leave slots empty if they wish to dedicate themselves to stealth. If they don't want to light up like a christmas tree they have to stack dampeners, but if they put all their stuff into dampeners they won't have the fitting to both be immune to scanners and have a proto weapon, meaning the second they turn on cloak any nearby enemy scout knows it is meal time... Choice, consequence, yadda yadda. Two people posted since I started typing this so gimme a sec to adjust.
I have a proto scout with all proto mods including the cloak field, and have 20cpu and 26pg to spare. I can fit a cloak comfortably on all my scouts except the PLC scout. (4 ewar mods and PLC destroys my CPU even with max fitting skills.) Even then, I can fit an advanced cloak on any suit. It's entirely doable. Maybe you need to tone down your armor plates
1. I said increase the scouts profile to 40db. 5 higher than now. 2. I said decrease the range to 10m.
This means logis, with their 15m range will have the highest range, and second highest scanning. Scouts can hide by putting on mods, or cloaking. 2 Precision amps on a logi would be powerful, and some range would allow them to see scouts who aren't committed to stealth.
The decloak delay is being changed to 1 sec on Tuesday. If that is not enough, then it can go higher. This isn't the end all be all fix by just changing cloak. Amarr scout skill would need to be toned down a tad, and the duvolle focused scanner would need to go up by 1 or 2 DB to account for the ewar changes (unless we improve cloak dampening by 5% as suggested) Cal and Amarr scouts will still have bonuses that apply, but a cloak is needed to maximize them. Assault scouts can still fight, but they trade off HP and slots for better ewar (to a lesser degree than now). However, back to the topic at hand.
The premise is to make the Cloak Field a piece of equipment that scouts use to gain good ewar, but since it has a timer, and you can't fight while cloaked, it can be tuned to limit scouts so they aren't overpowered. I think this is the direction we should go with this, rather than putting penalties on fitting armor, or the current cloak penalty that discourages it's use. If they wanna buff ewar range on other suits, fine. Adjusting scan profiles is fine. Fixing scanners, also fine (not a fan of scanning loosing direction indicators as it kinda defeats the point of using that information to act efficiently as you can't tell when an enemy is distracted unless you were looking at them). I want to see ewar be good, and scouts be fun and balanced.
Longest plasma cannon kill: 236.45m
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Blueprint For Murder
Immortal Guides
240
|
Posted - 2014.11.10 06:28:00 -
[198] - Quote
I don't think anyone has a problem with uncloaked sidearms or even just uncloaked scouts yet almost all of changes proposed will nerf them maybe out of the game because of a unwillingness to address the problem directly. In fact I don't think most of the people that have post know anything about scouts apart from they killed me and I didn't know they were there.
I don't even use the cloak and I am upset by what they have done to it because I would like to be able to. I didn't use it much before because I was balancing myself, but now I don't want to use the piece of poo let alone forced to use the equipment you fools broke.
Check out the film Flame and Citron it is amazing! Wizard Talk
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CCP Rattati
C C P C C P Alliance
10981
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Posted - 2014.11.10 07:22:00 -
[199] - Quote
Kaeru Nayiri wrote: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?
We are evaluating this technically as we speak. Dynamic fallout is impossible, there may be hope for this
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Haerr
Dead Man's Game RUST415
1847
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Posted - 2014.11.10 07:37:00 -
[200] - Quote
CCP Rattati wrote:Kaeru Nayiri wrote: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? We are evaluating this technically as we speak. Dynamic fallout is impossible, there may be hope for this MMMMmmmmmmmmmm good read, will read again. +1 |
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Haerr
Dead Man's Game RUST415
1847
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Posted - 2014.11.10 07:38:00 -
[201] - Quote
Haerr wrote:CCP Rattati wrote:Kaeru Nayiri wrote: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? We are evaluating this technically as we speak. Dynamic fallout is impossible, there may be hope for this MMMMmmmmmmmmmm good read, will read again. +1 Just read it again, still a good read, will read again. (Trying to find more posts to +1) |
Prinny Waters
Immortal Guides
22
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Posted - 2014.11.10 07:39:00 -
[202] - Quote
To CeeJ Mantis My apologies, I did not go back to read the post against as my focus was on tying ewar to cloaking. I don't really have an opinion on the changes to profile/scan you recommended as I don't know the current ewar formulas well enough.
For scan range, fifteen is kind of weak and ten renders ewar modules too investment heavy to be competitive for non-scouts. With a 5 in cal scout and the range skill that ten gets bumped up to 22.5m, one complex range modifier bringing it up to ~32.6 for a relatively solid build.
Scans are at their strongest in urban environments where your main concern is turning a corner and dying before getting the chance to run; thirty meters ought to work fine for a Cal scout but I'm not sure anyone else would be so keen on getting range modules. Since everyone else only gets 21 meters for one range modifier it becomes dubious as to whether or not they will have time to respond before shotgun/HMG annihilation, especially if you need one or more precision modules to matter.
I am definitely advocating 15 meters as the minimum on all suits, I'd recommend 17.5 on Scouts to give them a slight edge (albeit at the cost of making the number crunch even more of a *****...) and Logistics at 20.
Cal scout maxes at 57 before factoring in stacking penalty, Logistics can find Heavies with ease, and anyone can slap on one range and one precision to find lazy scouts at 32 meters or better. That ought to be enough to keep them out of insta-death range and, if not, they can add another range as the situation demands.
For the rest of the stuff discussed, I said scouts ought to sacrifice for their cloaks mate, not that they did. Making it so they make a full fit if they wanted a decent cloak would give them a penalty bigger than an equipment slot for their escape device/distance closer/dampener/ambush preventer. Might even be possible to leave uncloaked scouts alone....
Is there some new announcement I am missing? Not seeing anything about a full second delay on the announcement/events section.
To Blueprint for Murder Sorry to not respond sooner, getting distracted by monologues. I can't really say I have much hope as I don't see there being a serious possibility of cloaks being hard to fit. Since the only difference between a cloaked and uncloaked scout is that one equipment slot... Yeah, not looking good.
The only real assurance I have is that Rattati is a statistician and will no doubt factor in scouts without cloaks when making these changes. It might take a second or third patch for uncloaked scouts to get the kind of attention currently devoted to cloaked ones but statistics are math and math is legit. **** will get done, you can count on that.
General satement Anyone else feel cloaking as a method of dampening feels backwards? Ewar is the only true counter to cloaking, as relying on the shimmer only works if you don't have anything messing with your vision (for example, I wear contacts which impair my vision when worn long enough) and assumes that the scout is close enough for said shimmer to matter... Which is somewhat regularly close enough for shotgun sprinting...
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
641
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Posted - 2014.11.10 07:57:00 -
[203] - Quote
CCP Rattati wrote:Kaeru Nayiri wrote: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? We are evaluating this technically as we speak. Dynamic fallout is impossible, there may be hope for this
I thought of this and mentioned it as well earlier in here. It made sense that if they could do it for vehicles then they could create artificial falloff by having multiple scan ranges of various strengths.
I disagree with keeping the directional arrows on scans though. They have cloaks to help them move from cover to cover. The arrows are being used for combat currently. Also scouts have increased combat effectiveness over everything simply because they see everything, are invisible to everything, are faster than everything, have the same dps output as everything. Their low hp is grossly offset by their rediculous hit box sizes and cloaks. They have every advantage in combat except for hp.
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Blueprint For Murder
Immortal Guides
240
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Posted - 2014.11.10 08:03:00 -
[204] - Quote
Absolutely put and end to pre-fireing scouts by taking away the directional arrow.
Check out the film Flame and Citron it is amazing! Wizard Talk
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Monkey MAC
Rough Riders..
3549
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Posted - 2014.11.10 11:26:00 -
[205] - Quote
I'm probably a little late to the party so forgive me if this has been discussed to death already or everything has already been written in stone.
Anywho I'm glad eWAR is being shook up again, it's about time everyone got involved in this Meta.
Firstly passive scanning, scouts simply have to good a passive scanning level and heavies are too easy to spot. - A Heavy with Lvl 5 dampening should slip under the radar of a Medium with Lvl 3 scanning (no mods) - A Medium with Lvl 5 dampening should slip under the radar of a Light with Lvl 3 scanning (no mods) - A Scout with Lvl 5 dampening and Lvl 5 Scout specialisation should comfortably avoid scanning from other suits (no mods) - A scout with Lvl 5 dampening and Lvl 5 Scout specialisation should be detectable by a medium suit with Lvl 5 Scanning +1 Pro Prescision enhancer -A Scout with Lvl 5 dampening and Lvl 5 Scout specialisation should be detectable by a heavy suit with Lvl 5 Scanning +2 Pro Presision Enhancer
This way you encourage everyone to run some form of eWAR module. Scout eWAR only becomes beneficial if you are prepared to sacrifice eHP slots. Furthermore medium and heavy suits are more likely to run at least 1 dampener in an attempt to avoid each others scans.
- Passive Scans should not show player orientation -Passive Scans should either -- not show a chevron above the players head, or -- update in set intervals based on the suit size
This stops passive scanning being as powerful as active scanning, passive scanning becomes less of a full on Intel sweep and more of a battlefield overview.
Active scanning should be changed to become more risky, yet more rewarding for constant use. - All active scanners change from a snapshot scan to a focused scan. - All active scanners change their tag time value to 0seconds (easily done with hotfix) Doing this turns active scanners into magic torches, as long as it is shining on a player, that player will be tagged on your teams radar. However if you loose their position they instantly disappear.
This stops scannerinas since doing that only gives another version of the passive scan, that lets enemies know they are being scanned. Different variants will then interchange range, FOV and presiscion. In general the basic variant should be equilant to a medium suit with an additional pro presision mod. While wider FOV variants have less and narrower FOV variants have more.
Ok that's everything I think.
They call me the Monkey - I like to jump off sh** and piss RE's all over your tank!
Monkey Mac - Forum Warrior Lvl 3
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Avallo Kantor
SHAKING BABIES FACTION WARFARE ALLIANCE
424
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Posted - 2014.11.10 14:37:00 -
[206] - Quote
Is it possible to give suits a "second" scan profile? The first scan profile (100%) shows just the dot without the directional arrow.
The second scan profile (120% maybe?) shows the directional arrow as well.
This allows focused scanning suits to have better scanning than others, if they focus out their fitting to scans, and also give an advantage to going fully into high level scanners / mods. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
11576
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Posted - 2014.11.10 15:00:00 -
[207] - Quote
Most of this looks good, i like the proposed changes to the profiles of all the suits, and I like the normalization of scan radii idea to make range amps useful for all. I'm not sure how I feel about removing direction arrows to the minimap, but minor. I thought scanners were fine before the 1.9 changes As an assault with max precision and dampening, I don't like the idea of tanking mods adding to my profile because I fear using HP mods will negate my skill investments, and that an assault shouldn't be punished for using HP mods beyond the existing penalties, but hopefully the profile debuffs will be minor for these modules. Also, will ferroscale and reactive plates also have the debuff?
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Prinny Waters
Immortal Guides
23
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Posted - 2014.11.10 15:31:00 -
[208] - Quote
KAGEHOSHI Horned Wolf wrote:Most of this looks good, i like the proposed changes to the profiles of all the suits, and I like the normalization of scan radii idea to make range amps useful for all. I'm not sure how I feel about removing direction arrows to the minimap, but minor. I thought scanners were fine before the 1.9 changes As an assault with max precision and dampening, I don't like the idea of tanking mods adding to my profile because I fear using HP mods will negate my skill investments, and that an assault shouldn't be punished for using HP mods beyond the existing penalties, but hopefully the profile debuffs will be minor for these modules. Also, will ferroscale and reactive plates also have the debuff?
I haven't seen anything definitive about ferroscale or reactive plates ignoring the profile increase but, if this thread is any indication, most people support them being without penalty.
As for the profile increase on hp modules, I don't think it will negatively impact assault suits too much because scouts and Gallente Logi scanners are probably still going to require heavy dampening to avoid, meaning you probably won't have too much room for hp if that is your goal and are unlikely to be able to avoid being scanned if they go full force regardless.
Other assaults and logistic suits spotting you will become a concern, yes, but anyone wanting to participate in ewar is going to equip at least one range module if they want to turn corners without fear of being in HMG kil lrange. Anyone willing to fit a dampener to ignore lazy assault/logistics should be even footing.
If heavy dampening becomes the meta, though, you'll be running a single complex module to my four militia and probably come out ahead due to the profile skill. Just throwing that out there.
We should totally get a Quafe soda mascot hologram.
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CeeJ Mantis
Mantodea MC
86
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Posted - 2014.11.10 16:11:00 -
[209] - Quote
Prinny Waters wrote:To CeeJ Mantis My apologies, I did not go back to read the post against as my focus was on tying ewar to cloaking. I don't really have an opinion on the changes to profile/scan you recommended as I don't know the current ewar formulas well enough.
For scan range, fifteen is kind of weak and ten renders ewar modules too investment heavy to be competitive for non-scouts. With a 5 in cal scout and the range skill that ten gets bumped up to 22.5m, one complex range modifier bringing it up to ~32.6 for a relatively solid build.
Scans are at their strongest in urban environments where your main concern is turning a corner and dying before getting the chance to run; thirty meters ought to work fine for a Cal scout but I'm not sure anyone else would be so keen on getting range modules. Since everyone else only gets 21 meters for one range modifier it becomes dubious as to whether or not they will have time to respond before shotgun/HMG annihilation, especially if you need one or more precision modules to matter.
I am definitely advocating 15 meters as the minimum on all suits, I'd recommend 17.5 on Scouts to give them a slight edge (albeit at the cost of making the number crunch even more of a *****...) and Logistics at 20.
Cal scout maxes at 57 before factoring in stacking penalty, Logistics can find Heavies with ease, and anyone can slap on one range and one precision to find lazy scouts at 32 meters or better. That ought to be enough to keep them out of insta-death range and, if not, they can add another range as the situation demands.
For the rest of the stuff discussed, I said scouts ought to sacrifice for their cloaks mate, not that they did. Making it so they make a full fit if they wanted a decent cloak would give them a penalty bigger than an equipment slot for their escape device/distance closer/dampener/ambush preventer. Might even be possible to leave uncloaked scouts alone....
Is there some new announcement I am missing? Not seeing anything about a full second delay on the announcement/events section.
General satement Anyone else feel cloaking as a method of dampening feels backwards? Ewar is the only true counter to cloaking, as relying on the shimmer only works if you don't have anything messing with your vision (for example, I wear contacts which impair my vision when worn long enough) and assumes that the scout is close enough for said shimmer to matter... Which is somewhat regularly close enough for shotgun sprinting...
Rattati mentioned it in his post about redoing the balance hotfix. At least the past about decloak delay being increased. As far as scouts and cloaks go, I feel that currently their ability to scan rooms is too good to be always active. However, if scouts can't scan things well then, then their inherent stealth is not enough to define their roll. I.really.do think that activating a "scouting mode" that gives you max ewar is a good way to solve this issue. You can cloak when you arrive at an area. This allows you to assess your situation and provide intel for your squad.when the time is right, you can make your move on a weakened/vulnerable/high priority target. Doing so makes you vulnerable though, so you might only wanna take on one or two targets before falling back to reassess the situation. We're there a 3 second minimum cloak duration, then you'd have to commit to that vulnerability to gain your excellent benefits
Essentially, this came from an analysis of what "scout-like" rolls in other games do. They tend to be fast, lightly armored, and provide intel, with limited direct combat ability, but are very capable of taking out targets from a distance, or up close (snipers/knifers). I don't think scouts should be so restricted, but a toggled ability that allows them to embody the scouting aspects of scouts, while maintaining their vulnerability, but allows their skills to be used for their assassination of weak targets is a great way to encourage scouts to fit their roll on the battlefield.
Rattati mentioned how Heavies need more HMG heat buildup as that would moderate their abilities so they ate less good in some situations. I think that my cloak field based proposal the easiest way to give scouts the tools they need for their roll, while providing a weakness they currently lack. Skilled scouts can adapt quickly, and ones who rely too heavily on the insane advantages of their class's strength to get by will fall away to a roll more suited to them, or better yet, learn to be better players.
This of course assumes that the decloak delay is long enough to stop current cloak abuse, but that needs to be addressed regardless of whether or not this plan is implemented. With my provided numbers, Logistics will have enough range to do passive ewar effectively, and active scanners will be encouraged for those who want to be able to have ewar, and combat prowess.
Longest plasma cannon kill: 236.45m
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Blueprint For Murder
Immortal Guides
240
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Posted - 2014.11.10 16:18:00 -
[210] - Quote
I assure you the delay is not enough it could be 3 seconds and it still wouldn't matter you can't see the scout so combat starts when he chooses and you will be dead before you can react.
Check out the film Flame and Citron it is amazing! Wizard Talk
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