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Fizzer XCIV
Heaven's Lost Property
935
|
Posted - 2014.11.10 22:01:00 -
[1] - Quote
The Problem: Scouts are better at "Assaulting" than Assaults are. They have become the go-to slayer suit, when really, Assaults should be the go-to slayer suits. Surely this is the case right? Assaults are meant to be the best slayer suits, if I'm not mistaken. Want to kill? Use a scout.
The Question: Why are Scouts better at slaying?
Well, let's see here. What makes a scout better at slaying? Well, what does a Scout have that Assaults do not have? Maybe we can pinpoint what makes them better...
GÇóEwar. Better in every way. >Scan Precision is better by 10Db. >Scan Range is better by 10m. >Scan Profile is better by 15db. >Hack Speed is 5% faster. GÇóCloaks. Not really scout exclusive, but... GÇóExtra Equipment Slot. GÇóScout Bonus. GÇóRacial Bonuses. GÇóShield Regen stats. GÇóFaster by about 0.5 m/s. GÇóHigher Stamina. GÇóHigher Stamina Regen. GÇóSmaller Hitbox, I'd say about 75-85% the size, roughly.
Now, let's see what Assaults get that Scouts don't. Wouldn't be a fair comparison otherwise...
GÇó230 or so more base eHP. GÇó2 more slots at the Prototype level. 1 more at advanced. GÇóSlightly higher PG/CPU on average. Only pronounced at Prototype tier. GÇóFaster base Armor Regen by 1 HP/s. GÇóBetter Melee damage. GÇóAssault Bonus. GÇóRacial Bonus.
Alright. I think that's everything. If you know of anything I'm missing, tell me.
Now, we can quite clearly see the Scout has numerous advantages over Assaults, and to be honest, over every other suit as well. Let's separate the ones that really truly contribute to Slayer-Scout superiority. The ones that make a better slayer.
GÇóEwar. The part associated with passive scans, in particular. >Scan Precision is better by 10Db. >Scan Range is better by 10m. GÇóCloaks. GÇóRacial Bonus GÇóRacial Bonuses. GÇóShield Regen stats. GÇóFaster by about 0.5 m/s. GÇóSmaller Hitbox.
I've takent the liberty of bolding the ones that have a large impact.
We can see how each of these advantages contributes to the problem.
-The Scan Stats allow even Scouts without any Ewar modules equipped to scan most people. -The Cloaks allow Scouts to approach their target visually undetected. FMA. -The Shield Regen stats allow all scouts to recover in between firefights faster. Allowing them to be more prepared for the next fight. Shield scouts don't even have to use Rechargers or regulators because of this. I would say this makes up for the Slot advantage the Assaults have. -The Speed and Hitbox allows for super-strafing. I don't need to explain this. This alone completely negates the main advantage of the Assault suit, the 230 HP.
As you can see, the two strongest advantages of the Assault suits are easily rendered pointless when compared to the advantages of Scouts.
The Answer: Many factors. The overall reason is that the inherent advantages of Scout Suits outweight the Advantages of Assault suits. But specifically, it is because Scouts don't have to equip modules to become good at certain things, and this allows them to use HP modules and rely on their base stats for everything else. A luxury other suits can't afford.
So...
My proposed nerfs to bring them in line:
-Scout Shield Regen reduced to to subAssault levels. Scouts should have to equip rechargers and regulators just like everyone else if they want good regen. They should be more focused on running away to escape combat, rather than regenerating fast so they can get back into the combat. -Raise the Scan presison of scouts to 40. Theyll still be the best at it, but even they should have to equip Presision enhancers if they wanttomake effective use of thwir scans. This should com with Presision Enhancer Buff so that Scouts that are already using multiple Presision Enhancers don't feel this one so much. -Reduce the Range of Base Passive Scans to 15m. Again, they will still be the best at it, but they should have to use modules if they want to make use of it, rather than relying on base stats. This should also come with a buff to Range enhancers.
Well. That's it.
Swag-suit4lyfe!
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Atiim
Heaven's Lost Property
13585
|
Posted - 2014.11.10 22:05:00 -
[2] - Quote
And here I am still trying to finding something about Scouts that's difficult.
The 1st Matari Commando
-HAND
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One Eyed King
Land of the BIind
5751
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Posted - 2014.11.10 22:13:00 -
[3] - Quote
I think merely taking away passive dampening, and shifting the bonus to modules would go a long way towards accomplishing these goals. As would doubling the speed penalty on plates for just scouts.
I also agree that assaults should have better shield regen.
I don't agree with range nerf (especially in light of the cloak range nerf), or changing any of the other base stats.
1.9 Where cloaked scouts give way to tanked scouts. Problem solved?
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Fizzer XCIV
Heaven's Lost Property
935
|
Posted - 2014.11.10 22:17:00 -
[4] - Quote
One Eyed King wrote:I think merely taking away passive dampening, and shifting the bonus to modules would go a long way towards accomplishing these goals. As would doubling the speed penalty on plates for just scouts.
I also agree that assaults should have better shield regen.
I don't agree with range nerf (especially in light of the cloak range nerf), or changing any of the other base stats.
I would never suggest the Range Nerf by itself. Which is why I suggested a Range Extender buff along with it. Overall, the Scan Ranges would be about the same, on average, but Extenders would have to be equipped to get that effect. This would also have the intended side effect of range extenders becoming more viable for non-scouts.
Swag-suit4lyfe!
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Nocturnal Soul
Primordial Threat
4518
|
Posted - 2014.11.10 22:17:00 -
[5] - Quote
Atiim wrote:Not sure if this is off-topic, but an I the only one who thinks that eWAR needs to be removed?
As in, completely removed. Yup
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
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sabre prime
Crux Special Tasks Group Gallente Federation
768
|
Posted - 2014.11.10 22:17:00 -
[6] - Quote
It's not the scout suit that's the problem. It's the unbalanced EWAR. Make scout and medium suits much, much closer in their base EWAR stats/skills. Such that a tanked scout is not invisible to a tanked medium, and thus medium should (in theory) win.
From a humble scout.
The slow blade penetrates the shield.
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Joseph Ridgeson
WarRavens Capital Punishment.
2493
|
Posted - 2014.11.10 22:23:00 -
[7] - Quote
I have always thought that giving Assaults some kind of specific bonus would help greatly. Sort of like Battlfield 2 (only one I played). The Special Forces guy seems flat out better than the Assault because of Satchel Explosives and a superior weapon until you realize that the Assault has a body vest on letting them take more damage as well as having that wonderful grenade launcher that CoD would later call Noob Tube.
If Assaults had some like that, something that was very powerful that no one could hope to pull off, it would let each suit type fall into a role:
Logistics: Equipment guys. Though I would make Scout Equipment move to 1 equipment slot and 1 Stealth Module slot to stop a basic Scout being just as good at Logistics as a basic Caldari/Amarr Logi. Sentinel: Lots of HP and the BFG. Commando: More damage with light weapons and lots of versatility with double Light Weapons. Scout: Cloak, very fast, good E-War. Assault:Noob Tube, Jump Module, Overshield Module, just "Those guys with that slightly OP thing" would be enough.
Scouts were rarely seen pre-Cloak module. Now the Cloak lets the Scout get into places where they really shine fairly easily. Scouts can flank behind the enemy to put them in a crossfire, can escape far more easily, can enter an enemy held area to kill specific targets/destroy uplinks, or can even just use it to greatly reduce the chance of dying to random sniper fire. The Cloak basically lowered the barrier of entry for preforming the playstyle that favors low HP, high speed, and hard to detect suits and even made for a very powerful thing in its own right.
I believe Assaults could use the same thing.
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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One Eyed King
Land of the BIind
5751
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Posted - 2014.11.10 22:46:00 -
[8] - Quote
Fizzer XCIV wrote:One Eyed King wrote:I think merely taking away passive dampening, and shifting the bonus to modules would go a long way towards accomplishing these goals. As would doubling the speed penalty on plates for just scouts.
I also agree that assaults should have better shield regen.
I don't agree with range nerf (especially in light of the cloak range nerf), or changing any of the other base stats. I would never suggest the Range Nerf by itself. Which is why I suggested a Range Extender buff along with it. Overall, the Scan Ranges would be about the same, on average, but Extenders would have to be equipped to get that effect. This would also have the intended side effect of range extenders becoming more viable for non-scouts. The problem is that scouts have to sacrifice so much for being tacnet invisible as it is. Particularly on Cal and Minmatar who have less Low Slots available.
These kind of nerfs actually serve to make Gal Scouts more prevalent because of the high number of Low Slots and the greater variety and utility of Low Slot modules.
Making too many Low Slot modules, like range, module based further increases the divide between Gal Scouts and the rest in terms of viability and versatility.
Frankly, the rest of the scouts have been thunderbolted enough. Lets start with some common sense solutions like the shift to efficacy based dampening bonuses and speed penalty for armor plates before adding more nerfs to the menu.
I know you would like if scouts were neutered, but that isn't balance. Non viable scouts are just as much an imbalance as OP scouts.
1.9 Where cloaked scouts give way to tanked scouts. Problem solved?
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Mex-0
Molon Labe. General Tso's Alliance
139
|
Posted - 2014.11.10 22:52:00 -
[9] - Quote
One Eyed King wrote:Fizzer XCIV wrote:One Eyed King wrote:I think merely taking away passive dampening, and shifting the bonus to modules would go a long way towards accomplishing these goals. As would doubling the speed penalty on plates for just scouts.
I also agree that assaults should have better shield regen.
I don't agree with range nerf (especially in light of the cloak range nerf), or changing any of the other base stats. I would never suggest the Range Nerf by itself. Which is why I suggested a Range Extender buff along with it. Overall, the Scan Ranges would be about the same, on average, but Extenders would have to be equipped to get that effect. This would also have the intended side effect of range extenders becoming more viable for non-scouts. The problem is that scouts have to sacrifice so much for being tacnet invisible as it is. Particularly on Cal and Minmatar who have less Low Slots available. These kind of nerfs actually serve to make Gal Scouts more prevalent because of the high number of Low Slots and the greater variety and utility of Low Slot modules. Making too many Low Slot modules, like range, module based further increases the divide between Gal Scouts and the rest in terms of viability and versatility. Frankly, the rest of the scouts have been thunderbolted enough. Lets start with some common sense solutions like the shift to efficacy based dampening bonuses and speed penalty for armor plates before adding more nerfs to the menu. I know you would like if scouts were neutered, but that isn't balance. Non viable scouts are just as much an imbalance as OP scouts.
True dat, I don't have any slots left on my Minja after fitting dampening mods and speed modules.
I used the bolt pistol before it was (OP) cool.
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Protocake JR
USA Caucasians
1575
|
Posted - 2014.11.10 22:57:00 -
[10] - Quote
Atiim wrote:Not sure if this is off-topic, but am I the only one who thinks that eWAR needs to be removed?
As in, completely removed.
Mah, niggah. |
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4836
|
Posted - 2014.11.10 22:58:00 -
[11] - Quote
or just make scans work.
If you're cloaked, you're not on scans.
If you're not cloaked you're a blip.
EWAR in general causes more problems than it solves
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Apothecary Za'ki
Biomass Positive
1785
|
Posted - 2014.11.10 23:04:00 -
[12] - Quote
Fizzer XCIV wrote:The Problem: Scouts are better at "Assaulting" than Assaults are. They have become the go-to slayer suit, when really, Assaults should be the go-to slayer suits. Surely this is the case right? Assaults are meant to be the best slayer suits, if I'm not mistaken. Want to kill? Use a scout.
The Question: Why are Scouts better at slaying?
Well, let's see here. What makes a scout better at slaying? Well, what does a Scout have that Assaults do not have? Maybe we can pinpoint what makes them better...
GÇóEwar. Better in every way. >Scan Precision is better by 10Db. >Scan Range is better by 10m. >Scan Profile is better by 15db. >Hack Speed is 5% faster. GÇóCloaks. Not really scout exclusive, but... GÇóExtra Equipment Slot. GÇóScout Bonus. GÇóRacial Bonuses. GÇóShield Regen stats. GÇóFaster by about 0.5 m/s. GÇóHigher Stamina. GÇóHigher Stamina Regen. GÇóSmaller Hitbox, I'd say about 75-85% the size, roughly.
Now, let's see what Assaults get that Scouts don't. Wouldn't be a fair comparison otherwise...
GÇó230 or so more base eHP. GÇó2 more slots at the Prototype level. 1 more at advanced. GÇóSlightly higher PG/CPU on average. Only pronounced at Prototype tier. GÇóFaster base Armor Regen by 1 HP/s. GÇóBetter Melee damage. GÇóAssault Bonus. GÇóRacial Bonus.
Alright. I think that's everything. If you know of anything I'm missing, tell me.
Now, we can quite clearly see the Scout has numerous advantages over Assaults, and to be honest, over every other suit as well. Let's separate the ones that really truly contribute to Slayer-Scout superiority. The ones that make a better slayer.
GÇóEwar. The part associated with passive scans, in particular. >Scan Precision is better by 10Db. >Scan Range is better by 10m. GÇóCloaks. GÇóScout Bonus GÇóRacial Bonuses. GÇóShield Regen stats. GÇóFaster by about 0.5 m/s. GÇóSmaller Hitbox.
I've taken the liberty of bolding the ones that have a large impact.
We can see how each of these advantages contributes to the problem.
-The Scan Stats allow even Scouts without any Ewar modules equipped to scan most people. -The Cloaks allow Scouts to approach their target visually undetected. FMA. -The Shield Regen stats allow all scouts to recover in between firefights faster. Allowing them to be more prepared for the next fight. Shield scouts don't even have to use Rechargers or Regulators because of this. I would say this makes up for the Slot advantage the Assaults have. -The Speed and Hitbox allows for super-strafing. I don't need to explain this. This alone completely negates the main advantage of the Assault suit, the 230 HP.
As you can see, the two strongest advantages of the Assault suits are easily rendered pointless when compared to the advantages of Scouts.
The Answer: Many factors. The overall reason is that the inherent advantages of Scout Suits outweight the Advantages of Assault suits. But specifically, it is because Scouts don't have to equip modules to become good at certain things, and this allows them to use HP modules and rely on their base stats for everything else. A luxury other suits can't afford.
So...
My proposed nerfs to bring them in line:
-Scout Shield Regen reduced to to subAssault levels. Scouts should have to equip Rechargers and Regulators just like everyone else if they want good regen. They should be more focused on running away to escape combat, rather than regenerating fast so they can get back into the combat. -Raise the Scan Precision of Scouts to 40. They'll still be the best at it, but even they should have to equip Presision enhancers if they wanttomake effective use of their scans. This should com with Presision Enhancer Buff so that Scouts that are already using multiple Presision Enhancers don't feel this one so much. -Reduce the Range of Base Passive Scans to 15m. Again, they will still be the best at it, but they should have to use modules if they want to make use of it, rather than relying on base stats. This should also come with a buff to Range enhancers.
Well. That's it. id like to point out that minmatar suits excluding minmatar heavy have much higher innate hackspeed then all other races.. other then that... i agree on all parts that i have read sofar.
[[LogiBro ADV/PRO]] [[Level 1 Forum Warrior]] [[Level 2 Forum Pariah]]
All Hail our Lord and Savior CCP RATTATTI o7
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Mex-0
Molon Labe. General Tso's Alliance
139
|
Posted - 2014.11.10 23:08:00 -
[13] - Quote
Apothecary Za'ki wrote:Fizzer XCIV wrote:The Problem: Scouts are better at "Assaulting" than Assaults are. They have become the go-to slayer suit, when really, Assaults should be the go-to slayer suits. Surely this is the case right? Assaults are meant to be the best slayer suits, if I'm not mistaken. Want to kill? Use a scout.
The Question: Why are Scouts better at slaying?
Well, let's see here. What makes a scout better at slaying? Well, what does a Scout have that Assaults do not have? Maybe we can pinpoint what makes them better...
GÇóEwar. Better in every way. >Scan Precision is better by 10Db. >Scan Range is better by 10m. >Scan Profile is better by 15db. >Hack Speed is 5% faster. GÇóCloaks. Not really scout exclusive, but... GÇóExtra Equipment Slot. GÇóScout Bonus. GÇóRacial Bonuses. GÇóShield Regen stats. GÇóFaster by about 0.5 m/s. GÇóHigher Stamina. GÇóHigher Stamina Regen. GÇóSmaller Hitbox, I'd say about 75-85% the size, roughly.
Now, let's see what Assaults get that Scouts don't. Wouldn't be a fair comparison otherwise...
GÇó230 or so more base eHP. GÇó2 more slots at the Prototype level. 1 more at advanced. GÇóSlightly higher PG/CPU on average. Only pronounced at Prototype tier. GÇóFaster base Armor Regen by 1 HP/s. GÇóBetter Melee damage. GÇóAssault Bonus. GÇóRacial Bonus.
Alright. I think that's everything. If you know of anything I'm missing, tell me.
Now, we can quite clearly see the Scout has numerous advantages over Assaults, and to be honest, over every other suit as well. Let's separate the ones that really truly contribute to Slayer-Scout superiority. The ones that make a better slayer.
GÇóEwar. The part associated with passive scans, in particular. >Scan Precision is better by 10Db. >Scan Range is better by 10m. GÇóCloaks. GÇóScout Bonus GÇóRacial Bonuses. GÇóShield Regen stats. GÇóFaster by about 0.5 m/s. GÇóSmaller Hitbox.
I've taken the liberty of bolding the ones that have a large impact.
We can see how each of these advantages contributes to the problem.
-The Scan Stats allow even Scouts without any Ewar modules equipped to scan most people. -The Cloaks allow Scouts to approach their target visually undetected. FMA. -The Shield Regen stats allow all scouts to recover in between firefights faster. Allowing them to be more prepared for the next fight. Shield scouts don't even have to use Rechargers or Regulators because of this. I would say this makes up for the Slot advantage the Assaults have. -The Speed and Hitbox allows for super-strafing. I don't need to explain this. This alone completely negates the main advantage of the Assault suit, the 230 HP.
As you can see, the two strongest advantages of the Assault suits are easily rendered pointless when compared to the advantages of Scouts.
The Answer: Many factors. The overall reason is that the inherent advantages of Scout Suits outweight the Advantages of Assault suits. But specifically, it is because Scouts don't have to equip modules to become good at certain things, and this allows them to use HP modules and rely on their base stats for everything else. A luxury other suits can't afford.
So...
My proposed nerfs to bring them in line:
-Scout Shield Regen reduced to to subAssault levels. Scouts should have to equip Rechargers and Regulators just like everyone else if they want good regen. They should be more focused on running away to escape combat, rather than regenerating fast so they can get back into the combat. -Raise the Scan Precision of Scouts to 40. They'll still be the best at it, but even they should have to equip Presision enhancers if they wanttomake effective use of their scans. This should com with Presision Enhancer Buff so that Scouts that are already using multiple Presision Enhancers don't feel this one so much. -Reduce the Range of Base Passive Scans to 15m. Again, they will still be the best at it, but they should have to use modules if they want to make use of it, rather than relying on base stats. This should also come with a buff to Range enhancers.
Well. That's it. id like to point out that minmatar suits excluding minmatar heavy have much higher innate hackspeed then all other races.. other then that... i agree on all parts that i have read sofar.
I've always felt that the minnies were a little UP.
I used the bolt pistol before it was (OP) cool.
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Vitantur Nothus
Nos Nothi
120
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Posted - 2014.11.10 23:14:00 -
[14] - Quote
Which Scouts out-assault which Assaults?
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Protocake JR
USA Caucasians
1575
|
Posted - 2014.11.10 23:16:00 -
[15] - Quote
Breakin Stuff wrote:or just make scans work.
If you're cloaked, you're not on scans.
If you're not cloaked you're a blip.
EWAR in general causes more problems than it solves
EWAR needs to be more than cloak centric. It should actually be opposite of what you just said.
Physical stealth (invisibility, silencers, situational awareness, space majik) vs Radar Stealth (dampeners, precision enhancers/range extenders) . You can have one, but not the other. That would be overpowered.
Movement needs to be a factor. Sprinting targets would be a little easier to pick up, stationary targets would be more difficult to pick up.
Cloaks need to give better invisibility (rework the shotgun or else this will be overpowered) when walking, a step below running, a step above stationary. You would be visible by scanners, however, if you are standing still, scanners won't pick you up.
The moment you put an active scanner away, all the red dots disappear. Using a scanner should require the player to pass it over the enemy for a certain length of time. Adding dampeners to your suit would force a scanner to scan you for a longer time before you appear on their radar. |
Maken Tosch
DUST University Ivy League
10200
|
Posted - 2014.11.10 23:19:00 -
[16] - Quote
Atiim wrote:Not sure if this is off-topic, but am I the only one who thinks that eWAR needs to be removed?
As in, completely removed.
Yes. Yes you are.
@OP
I'm all for finding ways to buff the assault so that they can have something that scouts don't that enables them to be better slayers than scouts. Sure, scouts should be allowed to be acting as assaults if the user so chooses, but they should never be better at that role than the assaults themselves.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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xavier zor
G0DS AM0NG MEN General Tso's Alliance
197
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Posted - 2014.11.10 23:42:00 -
[17] - Quote
3rd scout whining thread i have seen you make this week
come off it dude
Highest plasma cannon kill: 132 metres
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Atiim
Heaven's Lost Property
13594
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Posted - 2014.11.10 23:45:00 -
[18] - Quote
xavier zor wrote:3rd scout whining thread i have seen you make this week
come off it dude It's nothing compared to the amount of forum whining Scouts would do almost daily before 1.7.
The 1st Matari Commando
-HAND
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xavier zor
G0DS AM0NG MEN General Tso's Alliance
197
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Posted - 2014.11.10 23:56:00 -
[19] - Quote
Fizzer XCIV wrote: Scouts should have to equip Rechargers and Regulators just like everyone else if they want good regen. They should be more focused on running away to escape combat, rather than regenerating fast so they can get back into the combat. -Raise the Scan Precision of Scouts to 40. They'll still be the best at it, but even they should have to equip Presision enhancers if they wanttomake effective use of their scans. This should com with Presision Enhancer Buff so that Scouts that are already using multiple Presision Enhancers don't feel this one so much. -Reduce the Range of Base Passive Scans to 15m. Again, they will still be the best at it, but they should have to use modules if they want to make use of it, rather than relying on base stats. This should also come with a buff to Range enhancers.
Well. That's it.
A scanned scout is a dead scout, and so is a visible scout. Most scouts run around cloaked up to avoid being shot, we have low health. So the scan radius nerf isn't really a viable option. LOL scout's precision is 40, so i assume you mean 50? Not many scouts want to be slow, but be able to see everyone else (apart from amarr scout)
Scouts don't need to fit regeneration modules because their role isn't to brick tank, unlike assaults.
Atiim wrote:xavier zor wrote:3rd scout whining thread i have seen you make this week
come off it dude It's nothing compared to the amount of forum whining Scouts would do almost daily before 1.7.
hahahaha i can only imagine
Highest plasma cannon kill: 132 metres
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Fizzer XCIV
Heaven's Lost Property
941
|
Posted - 2014.11.11 00:04:00 -
[20] - Quote
xavier xor wrote:Scouts don't need to fit regeneration modules because their role isn't to brick tank, unlike assaults.
Exactly. But the high regen allows Shield Scouts to fit nothing but Shield Extenders in their highs with little to no worry about regen. At least with bad regen they would have to fit rechargers to get a Decent Tank AND Ewar.
That, and like I said, Scout aught to be more worried about gtfo of combat, rather than getting back in asap.
Swag-suit4lyfe!
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