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Zatara Rought
Fatal Absolution General Tso's Alliance
4922
|
Posted - 2014.12.01 22:18:00 -
[361] - Quote
One Eyed King wrote:Arkena Wyrnspire wrote:Except both the logi and the shortscan assault won't pick up the scout unless he's not dampened at all.
If you're not investing at all in any dampening, it shouldn't take significant investment to pick you up on scan.
The Minscout is less of a problem than, say, a Galscout who doesn't dampen because he already has a bonus for it. Shifting the bonus to module efficacy and then tweaking EWAR values so that undampened scouts can be picked up without massive difficulty means that you don't end up with scouts who eschew dampening except in a small handful of situations but have fitted a load of other mods without sacrificing EWAR security.
Inherent scout EWAR supremacy should not be so strong without fitting any mods. There are few problems with scouts fitted for EWAR being good at EWAR.
EDIT: Additionally, EWAR should be accessible to suits other than scouts. And HP should be accessible to suits other than heavies. That doesn't mean that Light and Medium frames should be near to on par with Heavies. This game so far is EWAR vs HP. Right now, HP is winning. These changes are complex. The greater the complexity, the greater the chance for errors and massive problems. If done incorrectly, these changes will negate entire roles. That could be Assaults, it could be scouts.
I'm sorry, but so far...min maxing HP (heavies) AND e-war (scouts) are winning.
Fact is shotgun scouts are quite deadly to heavies and an iwin button to everything else aside from rooftop campers if you don't have an uplink..and the only place they aren't is blobs, which is when re's are more useful.
But do not mistake it. The data affirms in competitive meta...the scout is the most useful/versatile suit...the heavy suit is good for blobbing.
Founder & CEO Fatal Absolution
Skype: Zatara.Rought Twitter: @ZataraRought
Strive. No mattter what
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Zatara Rought
Fatal Absolution General Tso's Alliance
4922
|
Posted - 2014.12.01 22:20:00 -
[362] - Quote
hfderrtgvcd wrote: 500 hp is a lot when you and your squad can literally see everyone.
Only if the enemy squad your'e facing CAN'T literally see everyone also.
Founder & CEO Fatal Absolution
Skype: Zatara.Rought Twitter: @ZataraRought
Strive. No mattter what
|
Vitantur Nothus
Nos Nothi
860
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Posted - 2014.12.01 22:20:00 -
[363] - Quote
Arkena Wyrnspire wrote:Vitantur Nothus wrote:[ What I disagree with are Logis sharing passive scans at 18dB from 15m to 40m. This shuts down CQC play for all but Gallente Scouts, this replaces the AM Scout with a Recon Unit which generates constant WP, and this upgrades Heavy+Logi blobs to near omniscience. All scouts can dampen underneath 18dB. Passive scanning this much, even with buffs to logi base stats, would require an immense investment and leave the logi as a glass scanner. Additionally, it would not generate any WP unless you actually mean active scans, in which case I will point out that there are only narrow scan angles and limited uptime on scans. This doesn't upgrade heavy+logi blobs to omniscience any more than the Amarr scout does - the Amarr scout is actually a superior EWAR platform on account of being able to do this while being more dampened and potentially even more tanked than a logi that tries to do this. It is, however, a disgustingly long range to have 360 degree scans at that level of precision which is why I feel that high precision scans should not go out to those distances unless they're active, in which case they have a bucketload of tradeoffs.
3 cPEs = 18dB. 3 slots might be alot for a Scout, but it certainly isn't alot to a Logi.
We are very much stepping on the toes of the Recon Scout. CA Scout and AM Scout will be left without role.
Arkena Wyrnspire wrote: EDIT: Wait, how did this logi get 18dB scans out to 40m? This is not a thing, even under the most stacked logi with the new proposals.
Short Range 1 cPE - 24dB 2 cPE - 20dB 3 cPE - 18dB 4 cPE - 17dB
Short Range can be extended from unmodified base of 15m to 42.87m. |
Arkena Wyrnspire
Fatal Absolution
19728
|
Posted - 2014.12.01 22:28:00 -
[364] - Quote
Vitantur Nothus wrote: 3 cPEs = 18dB. 3 slots might be alot for a Scout, but it certainly isn't alot to a Logi.
We are very much stepping on the toes of the Recon Scout. CA Scout and AM Scout will be left without role.
18dB at 15m, not 40m.
Amarr scouts can scan far better than even the most stacked EWAR logi. If anything is going to invalidate scouts sneaking up on people, it is 13dB scans which are nigh on unavoidable except in the most extreme edge case (Galscout with 4 complex dampeners and a proto cloak active). 18dB scans can be evaded by all scouts - 13dB scouts are practically unavoidable.
The Federation is not a defined region of space, of planets, of mountains, rivers, or woods. It is a vision.
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Vitantur Nothus
Nos Nothi
861
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Posted - 2014.12.01 22:39:00 -
[365] - Quote
Zatara Rought wrote:Vitantur Nothus wrote: What I disagree with are Logis sharing passive scans at 18dB from 15m to 40m. This shuts down CQC play for MN/AM Scouts, replaces the AM Scout with an embedded recon unit which generates constant and massive WP, and this upgrades Heavy+Logi blobs to near omniscience. There is no way that this is good for balance.
THIS is where we agree completely. Hence why passive scan ranges being nerfed is a huge priority now.
Another option is to tune the inner ring multiplier. 25% simply may be too high. |
Arkena Wyrnspire
Fatal Absolution
19730
|
Posted - 2014.12.01 22:42:00 -
[366] - Quote
I think reducing the inner ring size is more likely to harm the Amarr scout than harm the logi. If a scout wishes to evade the logi short scans, it can be done - not so in the case of the Amarr scout, which is where its role comes into play.
The Federation is not a defined region of space, of planets, of mountains, rivers, or woods. It is a vision.
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Vitantur Nothus
Nos Nothi
861
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Posted - 2014.12.01 22:47:00 -
[367] - Quote
Arkena Wyrnspire wrote:I think reducing the inner ring size is more likely to harm the Amarr scout than harm the logi. If a scout wishes to evade the logi short scans, it can be done - not so in the case of the Amarr scout, which is where its role comes into play.
The AM Scout doesn't need more than 18dB. Units getting flanked and killed from behind is a part of the game. Its why Scouts double and triple stack damps instead of running straight HP (like everyone else). |
Arkena Wyrnspire
Fatal Absolution
19731
|
Posted - 2014.12.01 22:52:00 -
[368] - Quote
Vitantur Nothus wrote:Arkena Wyrnspire wrote:I think reducing the inner ring size is more likely to harm the Amarr scout than harm the logi. If a scout wishes to evade the logi short scans, it can be done - not so in the case of the Amarr scout, which is where its role comes into play. The AM Scout doesn't need more than 18dB. Units getting flanked and killed from behind is a part of the game. Its why Scouts double and triple stack damps instead of running straight HP (like everyone else).
You mean, it shouldn't have better than 18dB? It can quite definitely use it and it gives it a defined role in its own scanning - which is what you wanted, yes?
Incidentally, I'm a little baffled by your extreme anti-'king HP' complaints. On one hand, you complain that everyone is stacking HP and EWAR should be more viable. On the other, should a non-scout become a potentially serious EWAR threat, it immediately becomes the target of a series of complaints about its EWAR strength even though it is still outperformed by a scout.
Stealth play is not going to happen for medium frames unless passive scanning across the board takes a truly gigantic nerf. Even then, that wouldn't result in assaults fitting more damps than plates/reps.
There is never going to be a point at which more people fit EWAR mods than HP mods simply because of the way the EWAR system works.
I feel that usage of non-HP mods should be encouraged, but I really don't understand how you think this should be done. I give you a challenge. Suggest a solution which would bring the market share of EWAR mods up to 30%, without making every single player in the game a scout.
I'm going to leave you with that until tomorrow, because for now I am off to bed.
The Federation is not a defined region of space, of planets, of mountains, rivers, or woods. It is a vision.
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Vitantur Nothus
Nos Nothi
865
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Posted - 2014.12.01 23:06:00 -
[369] - Quote
Arkena Wyrnspire wrote:Vitantur Nothus wrote:Arkena Wyrnspire wrote:I think reducing the inner ring size is more likely to harm the Amarr scout than harm the logi. If a scout wishes to evade the logi short scans, it can be done - not so in the case of the Amarr scout, which is where its role comes into play. The AM Scout doesn't need more than 18dB. Units getting flanked and killed from behind is a part of the game. Its why Scouts double and triple stack damps instead of running straight HP (like everyone else). You mean, it shouldn't have better than 18dB? It can quite definitely use it and it gives it a defined role in its own scanning - which is what you wanted, yes? Incidentally, I'm a little baffled by your extreme anti-'king HP' complaints. On one hand, you complain that everyone is stacking HP and EWAR should be more viable. On the other, should a non-scout become a potentially serious EWAR threat, it immediately becomes the target of a series of complaints about its EWAR strength even though it is still outperformed by a scout. Three reasons.
1. I believe that roles should be clearly defined and that role bleed should be corrected when an where possible. A Logi with 18dB passive scans is a clear case of role bleed. If you want Scouts to lose the recon role, then take it. But be definitive about it, and have something in hand to replace the roles of those left without one.
2. Heavy+Logi blobs are among the last things in the game which need a buff. Heavies are losing their directional arrows, which is a definite buff. Give their rep-slaves intense scans, and we buff the Heavy yet again.
3. Look at market data. 99.9% of low slot sales are brick-related. This isn't healthy. We should be looking for ways to make stealth play attractive to Assaults. We began with this idea, but we've come to kill it in its infancy. |
Espla El espia
Chatelain Rapid Response Gallente Federation
4
|
Posted - 2014.12.01 23:06:00 -
[370] - Quote
Ghost Kaisar wrote: So, in short, Minmatar Scouts need some buff?
*snip*
With these changes, the main offender here will be (Once again) Logistics suits. They have lots of slots to use these juicy new eWAR modules.
Take the Cal Logi. Give it 4x Precision and 4x Range. What happens? You might be easily seen, but guess what? NOBODY is getting within 42m of you without 3 damps and a cloak. Now, lets say that this Logi is just sitting in a corner and scanning in PC (Which will happen).
*snip*
The solution is quite elegant. Stacking penalties on the bonus provided by modules. Shouldn't hurt heavies much as they lack many slots, and scouts would be at a clear advantage with higher base stats.
As for Minmatar Scout... I have Caldari Scout 5 but use my basic Minmatar Scout at level 2. It is, hands down, the best suit to flank with and brutally punishes mistakes with OHKO knives (well, mine tend to 2HKO on tankier targets) and insane hacking speed. Good shield recharge when compared to an Assault (albeit not as great as Cal Scout) combined with its athletic capability only completes its ability to skirmish. |
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Zatara Rought
Fatal Absolution General Tso's Alliance
4922
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Posted - 2014.12.01 23:09:00 -
[371] - Quote
In 1.7 I ran 2 or 3 complex damps on my logi suits.
Very few Scouts don't run 2 tank modules.
And currently...as I said..the numbers are quite clear that unless facing a BLOB of heavies...a single operant scout is the most deadly suit in the game...with 3 complex shield extenders a min scout hits 430 EHP with innates. amarr scout hits like close to 600 with 3 complex reactive.
And their lack of EHP has proven through the numbers to not be an effective 'con' hence why average players in PC with a damped scout suit with 300 ehp will do way better than a great player with a 900 ehp assault suit. It's nottanked 750 ehp assault lite's...that is a misnomer because assault lite's get scanned.
Founder & CEO Fatal Absolution
Skype: Zatara.Rought Twitter: @ZataraRought
Strive. No mattter what
|
iWanderer
PT-BR
15
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Posted - 2014.12.01 23:14:00 -
[372] - Quote
Vitantur Nothus wrote:
It'll take a long time for me to reverse engineer your chart. What are your specific base values (inputs)? What other changes are you proposing?
It-¦s not my chart, just fiddled with the values. You have to download it, and in the input tab are the values. In the output tab are the values in the format of Rattati-¦s post, but related to my inputs. But more important is the relation between diferent suits in the first tab. It does not matter what the values are, it-¦s how the correspondence between suits and roles is nade. My specific inputs use a scale from 0 to 200, because of dealing with bonus percentages and whatever, it-¦s more easy to differentiate. I changed profiles, ranges, precision and a few scout bonuses. The scanner and GalLogi values are a bit off but can be fixed.
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Vitantur Nothus
Nos Nothi
865
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Posted - 2014.12.01 23:27:00 -
[373] - Quote
Zatara Rought wrote:In 1.7 I ran 2 or 3 complex damps on my logi suits.
Very few Scouts don't run 2 tank modules.
And currently...as I said..the numbers are quite clear that unless facing a BLOB of heavies...a single operant scout is the most deadly suit in the game...with 3 complex shield extenders a min scout hits 430 EHP with innates. amarr scout hits like close to 600 with 3 complex reactive.
And their lack of EHP has proven through the numbers to not be an effective 'con' hence why average players in PC with a damped scout suit with 300 ehp will do way better than a great player with a 900 ehp assault suit. It's nottanked 750 ehp assault lite's...that is a misnomer because assault lite's get scanned.
How to Fix:
1. Rewire Scout bonuses to efficacy. 2. Add meaningful drawbacks to Armor Plates; the lighter the unit, the steeper the drawback. 3. Reduce HP payout of all Armor Plate types (including Ferro and Reactive). 4. Remedy fire-from-cloak and maintain decloak requirement in advance of attack.
What Happens:
King HP - Brick pays slightly less utility to non-Scouts, making slightly more attractive other low-slot module types.
GalScout - Now needs two damps to accomplish what he could previously accomplish with one. Will opt for ferroscale or reactive plates to avoid penalty. Average HP per unit declines. Odds of successful takedown and escape decline.
CalScout - Now needs two damps to accomplish what he could previously accomplish with one. Must choose between strength at Scan Range or strength at Scan Profile. Will always opt for Assault over opting to run plates. Average HP per unit declines. Odds of successful takedown and escape decline.
MN Scout - No change. None needed.
AM Scout - No change in highs. Greater incentive to run range or biotics in lows. Average HP per unit declines. Odds of successful takedown and escape decline.
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One Eyed King
Land of the BIind
6276
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Posted - 2014.12.01 23:33:00 -
[374] - Quote
Zatara Rought wrote:One Eyed King wrote:Arkena Wyrnspire wrote:Except both the logi and the shortscan assault won't pick up the scout unless he's not dampened at all.
If you're not investing at all in any dampening, it shouldn't take significant investment to pick you up on scan.
The Minscout is less of a problem than, say, a Galscout who doesn't dampen because he already has a bonus for it. Shifting the bonus to module efficacy and then tweaking EWAR values so that undampened scouts can be picked up without massive difficulty means that you don't end up with scouts who eschew dampening except in a small handful of situations but have fitted a load of other mods without sacrificing EWAR security.
Inherent scout EWAR supremacy should not be so strong without fitting any mods. There are few problems with scouts fitted for EWAR being good at EWAR.
EDIT: Additionally, EWAR should be accessible to suits other than scouts. And HP should be accessible to suits other than heavies. That doesn't mean that Light and Medium frames should be near to on par with Heavies. This game so far is EWAR vs HP. Right now, HP is winning. These changes are complex. The greater the complexity, the greater the chance for errors and massive problems. If done incorrectly, these changes will negate entire roles. That could be Assaults, it could be scouts. I'm sorry, but so far...min maxing HP (heavies) AND e-war (scouts) are winning. Fact is shotgun scouts are quite deadly to heavies and an iwin button to everything else aside from rooftop campers if you don't have an uplink..and the only place they aren't is blobs, which is when re's are more useful. But do not mistake it. The data affirms in competitive meta...the scout is the most useful/versatile suit...the heavy suit is good for blobbing. The data that Rattati showed from PC had the top 2 spots going to heavies, with Gal Scout in 3rd.
What about the other scouts? Rattati says Cal scouts are OP, and I believe him (but to my mind that has more to do with straffing, which is broken for everyone, not just Caldari Scouts).
I would love to see a more comprehensive list.
Not to mention that a lot of what makes the Gal Scout so HP/EWAR versatile is the passive vs module efficacy bonus, which I would have loved to have seen implimented before the EWAR rings.
I do not argue that there are problems. I do not even always argue that they are different problems (though if you tell me Minmatar are OP you better show me some data to back such an insane idea).
What I argue is that the "fixes" are not fixing the real problems, and are further creating imbalances rather than reducing them.
Thunderbolt. verb and noun.
"James thunderbolted in his pants."
"I lit a bag of thunderbolt on fire on CCP's doorway"
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Zatara Rought
Fatal Absolution General Tso's Alliance
4922
|
Posted - 2014.12.01 23:35:00 -
[375] - Quote
Vitantur Nothus wrote:Zatara Rought wrote:In 1.7 I ran 2 or 3 complex damps on my logi suits.
Very few Scouts don't run 2 tank modules.
And currently...as I said..the numbers are quite clear that unless facing a BLOB of heavies...a single operant scout is the most deadly suit in the game...with 3 complex shield extenders a min scout hits 430 EHP with innates. amarr scout hits like close to 600 with 3 complex reactive.
And their lack of EHP has proven through the numbers to not be an effective 'con' hence why average players in PC with a damped scout suit with 300 ehp will do way better than a great player with a 900 ehp assault suit. It's nottanked 750 ehp assault lite's...that is a misnomer because assault lite's get scanned.
How to Fix: 1. Rewire Scout bonuses to efficacy. 2. Add meaningful drawbacks to Armor Plates; the lighter the unit, the steeper the drawback. 3. Reduce HP payout of all Armor Plate types (including Ferro and Reactive). 4. Remedy fire-from-cloak and maintain decloak requirement in advance of attack. What Happens: King HP - Brick pays slightly less utility to non-Scouts, making slightly more attractive other low-slot module types. GalScout - Now needs two damps to accomplish what he could previously accomplish with one. Will opt for ferroscale or reactive plates to avoid penalty. Average HP per unit declines. Odds of successful takedown and escape decline. CalScout - Now needs two damps to accomplish what he could previously accomplish with one. Must choose between strength at Scan Range or strength at Scan Profile. Will always opt for Assault over opting to run plates. Average HP per unit declines. Odds of successful takedown and escape decline. MN Scout - No change. None needed. AM Scout - No change in highs. Greater incentive to run range or biotics in lows. Average HP per unit declines. Odds of successful takedown and escape decline.
*facepalm* you miss the point on the plates.
Fixing fire from cloak has been worked on since forever...i'm not optimistic about it being fixed. And until it's got a 2-3 second delay to fire, and a delay after firing or sprinting to recloak...i'm skeptical it'll be efficacious.
This is why i have said scouts should share the best scan range, and give up the best base starting precision.
I'd even be fine if scouts got like 0db passive scans for 5-8meters...just flat out at all times....no way to increase it..their middle circle would be like 50db :P then scouts are ******* amazing and hold the meta...but in practicality people would still use logi's for range and assault for great precision at decent range...
just a thought i'm just spitballing. then cal get's extra range (let's say like 150% of regular range) and amarr scouts get a different bonus altogether. open to suggestions.
Founder & CEO Fatal Absolution
Skype: Zatara.Rought Twitter: @ZataraRought
Strive. No mattter what
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Espla El espia
Chatelain Rapid Response Gallente Federation
4
|
Posted - 2014.12.01 23:36:00 -
[376] - Quote
Vitantur Nothus wrote: PS: A backpedaling MN Assault is being pursued by MN Scout walking forward. Each second the MN Scout survives, he gains 0.35 meters on the Assault. Closing a gap of 5 meters would require roughly 14 seconds. Assuming the MN Assault is out of ammo, how might this chase pan out if it is being broadcasted to TacNet?
I used to die like that a lot, until I realized just how stupid it was to always have knives out and try to charge them up against medium frames as I walked up behind them. In practice it's better to have the gun out as you sprint towards them, and if they turn you have a couple choices:
1. Take your first strike ability and simply shoot them to death. (Wouldn't recommend vs. Heavies) 2. Risk sprinting futher to try and stab them. (Burst damage like Shotgun, Bolt Pistol, Breach ScP, Scrambler Rifle makes this hard) 3. Run away/behind cover.
I've noticed that many enemies pursue you if they think you're a squishy target, especially if they chip into your armor. Coincidentally, my basic Min Scout has 405 EHP and tends to kill enemies that round the corner into nova knives.
Min Scout is supah fast, and you don't really lose much time by running away.
It's always easier to have gun out because knives draw really quickly and don't need to be aimed. Reverse isn't quite true. |
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2354
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Posted - 2014.12.01 23:38:00 -
[377] - Quote
CCP Rattati wrote:Here is the final proposal. It is heavily based off of the community feedback, but Cat Merc's combination of Planetary Conquest meta review and thoughtful spreadsheet was exceptional. Thanks everyone, especially those that posed "this should be scanned by this" were very good for those last "yeah, that makes really good sense" tweaks. Final NumbersHere are a few collected guidelines from the community and CCP: Design PrinciplesLvl 5 precision Assault should scan lvl 5 scouts in close Assault should scan undampened sentinels in long Close Range should be long enough and strong enough to matter Max prior range should be the same, reducing Amplier module Max prior range should be the same, reducing Amplifier skill To allow counterplay - precision modules give an equal penalty to profile Not changing Scout base numbers at all; this round One dampener should get Mediums some benefit One precision should get Mediums some benefit One amplifier should get Mediums some benefit Lvl 5 Short Medium Precision should scan Prototype Equipment 3X dampening on Sentinel should get good benefit No Directional Arrow on Minimap Adding properly calculated EWAR stats to fittings screen Commando should have better sig profile (-5) than Sentinel, Sentinel has better precision (+5) - skirmisher vs point defense Assault should have better sig profile (-5) than Logi, Same Precision, Logi has better range Sentinels need one Precision to scan down PRO Remote Explosives Scouts are now only unscannable in Medium and Long Range Standard Scanner scans Standard Equipment Advanced Scanner scans Advanced Equipment Prototype Scanner scans Prototype Equipment For later discussionScouts get redefined with efficacy, possibly other attributes Active Scanners Vehicle Scanners Uplinks with different Scan Precision Size of Dot or intensity is based on profile, combined with precision penalty Action influenced profile passive bonus to cloak, higher when active, helps make it useful after "decloak delay" Cross bonuses/penalties (range and precision,etc) Range Amps to High Extenders and/or Plates add signature profile Special Spy Uplinks Changes to Gallogi/Cloak and Focused Scanners go hand in hand A complicated and game changing proposal. How will it change the game? In truth nobody knows. What jumps out as the most complicating factor is the short range scan range ring - it heavily impacts all cqc encounters and more importantly playstyles.
One thing i would be tempted to implement is to make the short range scan ring immune(or almost immune, say only 1/10th the effect) to range extenders.
For example, if a range amp gives '+50% scan range', what this would mean is a 5% boost to the short range ring, a 50% boost to the medium and long range rings.
The ewar module tradeoffs mentioned later in this thread are an interesting approach in terms of gameplay and meaningful player decisions. Definitely worth implementing on a trial basis, imo.
Biggest wishes for what isn't in the above proposal: 1) removal of chevrons and 2) shared squad vision needs to be looked at.
PSN: RationalSpark
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Zatara Rought
Fatal Absolution General Tso's Alliance
4922
|
Posted - 2014.12.01 23:42:00 -
[378] - Quote
One Eyed King wrote:Zatara Rought wrote:One Eyed King wrote:Arkena Wyrnspire wrote:Except both the logi and the shortscan assault won't pick up the scout unless he's not dampened at all.
If you're not investing at all in any dampening, it shouldn't take significant investment to pick you up on scan.
The Minscout is less of a problem than, say, a Galscout who doesn't dampen because he already has a bonus for it. Shifting the bonus to module efficacy and then tweaking EWAR values so that undampened scouts can be picked up without massive difficulty means that you don't end up with scouts who eschew dampening except in a small handful of situations but have fitted a load of other mods without sacrificing EWAR security.
Inherent scout EWAR supremacy should not be so strong without fitting any mods. There are few problems with scouts fitted for EWAR being good at EWAR.
EDIT: Additionally, EWAR should be accessible to suits other than scouts. And HP should be accessible to suits other than heavies. That doesn't mean that Light and Medium frames should be near to on par with Heavies. This game so far is EWAR vs HP. Right now, HP is winning. These changes are complex. The greater the complexity, the greater the chance for errors and massive problems. If done incorrectly, these changes will negate entire roles. That could be Assaults, it could be scouts. I'm sorry, but so far...min maxing HP (heavies) AND e-war (scouts) are winning. Fact is shotgun scouts are quite deadly to heavies and an iwin button to everything else aside from rooftop campers if you don't have an uplink..and the only place they aren't is blobs, which is when re's are more useful. But do not mistake it. The data affirms in competitive meta...the scout is the most useful/versatile suit...the heavy suit is good for blobbing. The data that Rattati showed from PC had the top 2 spots going to heavies, with Gal Scout in 3rd. What about the other scouts? Rattati says Cal scouts are OP, and I believe him (but to my mind that has more to do with straffing, which is broken for everyone, not just Caldari Scouts). I would love to see a more comprehensive list. Not to mention that a lot of what makes the Gal Scout so HP/EWAR versatile is the passive vs module efficacy bonus, which I would have loved to have seen implimented before the EWAR rings. I do not argue that there are problems. I do not even always argue that they are different problems (though if you tell me Minmatar are OP you better show me some data to back such an insane idea). What I argue is that the "fixes" are not fixing the real problems, and are further creating imbalances rather than reducing them.
min is the only one -not- OP because it seves no purpose in the meta.
Amarr scouts are used to keep the enemy honest...anyone not running adequate damps get killed.
Cal are used because cal scouts are OP in 1v1's with rifles, but they also light the entire cities worth of enemy equips...and thus because you see the equips being dropped, you know all the places where the enemy is (as they are getting placed) and the direction of enemy advance.
Gal scouts (duh).
Heavies are the blobs of **** getting killed the most...and I believe it...they are the meat grinding suit. The numbers he released were about what was killed the most in PC right?
i expect respecs will have allowed more people to react to amarr scouts being the meta of passive scanning.
But yeah...after HMG's...and 2 types of shotties...are among the top 3 or 4 weapons used in PC. there was 2 rifles used on the top 10 list...ACR and RR (which has since been nerfed out of the meta aside from rooftop camping...it may get replaced by the ARR we'll see).
Founder & CEO Fatal Absolution
Skype: Zatara.Rought Twitter: @ZataraRought
Strive. No mattter what
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Vitantur Nothus
Nos Nothi
868
|
Posted - 2014.12.01 23:42:00 -
[379] - Quote
Zatara Rought wrote: *facepalm* you miss the point on the plates.
99.9% of low slot sales are brick-related. My point is that there's a problem with comparative utility of plates.
And with respect, I do not accept your claim that 300HP Scouts slay in PC. |
Zatara Rought
Fatal Absolution General Tso's Alliance
4922
|
Posted - 2014.12.01 23:45:00 -
[380] - Quote
Vitantur Nothus wrote:Zatara Rought wrote: *facepalm* you miss the point on the plates.
99.9% of low slot sales are brick-related. My point is that there's a problem with comparative utility of plates. And with respect, I do not accept your claim that 300HP Scouts slay in PC.
refute all you like. lol. where did I say 300 ehp scouts slay? quite the stretch there..almost a misquote.
450-550ehp shotgun scouts are the most dominant fits in PC. Heavies are only better when spammed in blobs.
And you can get 500 ehp EASY on all but the min while being completely damped. we've done this before.
min scout with 3 extenders (they have more PG than my cal assault FFS) gets 430 ehp.
cal get's 530 with 4 extenders.
gal lol
amarr get's like 600 while being fully damped.
Founder & CEO Fatal Absolution
Skype: Zatara.Rought Twitter: @ZataraRought
Strive. No mattter what
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Vitantur Nothus
Nos Nothi
871
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Posted - 2014.12.01 23:47:00 -
[381] - Quote
Zatara Rought wrote:Vitantur Nothus wrote:Zatara Rought wrote: *facepalm* you miss the point on the plates.
99.9% of low slot sales are brick-related. My point is that there's a problem with comparative utility of plates. And with respect, I do not accept your claim that 300HP Scouts slay in PC. refute all you like. lol. where did I say 300 ehp scouts slay? 450-550ehp shotgun scouts are the most dominant fits in PC. Heavies are only better when spammed in blobs. And you can get 500 ehp EASY on all but the min while being completely damped.
Zatara Rought wrote: And their lack of EHP has proven through the numbers to not be an effective 'con' hence why average players in PC with a damped scout suit with 300 ehp will do way better than a great player with a 900 ehp assault suit. It's nottanked 750 ehp assault lite's...that is a misnomer because assault lite's get scanned.
By "non-tanked", do you mean GalScouts running two dampeners, right? There's a big spread between 300 and 750, with an optimal value just above one shotgun blast (~500HP, favoring armor). GalScouts happen to work best, since they hit the optimal HP while running at lowest profile.
Add penalties to Armor, and you limit the GalScout options from Plate+Plate or Plate+Biotic to a mix of Ferro or Reactive. Average HP declines.
Edit: There's a good chance that fixing Heavy blobs will reduce demand for Shotgun Scouts in PC. |
Iron Wolf Saber
Den of Swords
17918
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Posted - 2014.12.02 00:03:00 -
[382] - Quote
Espeon Bons wrote:CCP Rattati wrote:Amps decrease Precision Precision reduces range
Both increase Profile
Why would codependent skills negate each other? Thats like saying you can have ammo but you cant use a gun, but if you want a gun you cant have ammo. Profile reduction part sounds okay.
This is based more along the lines of real world counter play; you either you listen for people squawking or you do the squawking and hope to find them first.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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Catgirl White Mage
Nekomimi Paradise
26
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Posted - 2014.12.02 00:16:00 -
[383] - Quote
Iron Wolf Saber wrote:Espeon Bons wrote:CCP Rattati wrote:Amps decrease Precision Precision reduces range
Both increase Profile
Why would codependent skills negate each other? Thats like saying you can have ammo but you cant use a gun, but if you want a gun you cant have ammo. Profile reduction part sounds okay. This is based more along the lines of real world counter play; you either you listen for people squawking or you do the squawking and hope to find them first.
Unless Rattati is doing something with Scout free role bonuses to Range/Precision/Damp, then I don't see the point of modules having these kind of drawbacks. He wants to bring other suits into the EWAR game but all other suits already have poor Range and Precision, so. . it seems counterproductive to give us a bonus then take it away somewhere else when we didn't have it to begin with.
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Zatara Rought
Fatal Absolution General Tso's Alliance
4922
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Posted - 2014.12.02 00:25:00 -
[384] - Quote
Vitantur Nothus wrote:Zatara Rought wrote: And their lack of EHP has proven through the numbers to not be an effective 'con' hence why average players in PC with a damped scout suit with 300 ehp will do way better than a great player with a 900 ehp assault suit. It's nottanked 750 ehp assault lite's...that is a misnomer because assault lite's get scanned.
By "non-tanked", do you mean GalScouts running two dampeners, right? There's a big spread between 300 and 750, with an optimal value just above one shotgun blast (~500HP, favoring armor). GalScouts happen to work best, since they hit the optimal HP while running at lowest profile. Add penalties to Armor, and you limit the GalScout's flexible 3rd and 4th slot options from Plate+Plate or Plate+Biotic to Ferro or Reactive. Average HP declines. Edit: There's an extremely good chance that fixing Heavy blobs will reduce demand for Shotgun Scouts in PC.
Yup thought so...misquote. scouts with 300 ehp > better than shittier player skill with 900 =/= 300 ehp scouts slay in PC.
Sure, 300 ehp scouts do slay, but it's like the frost kitties who run 2 damps 2 kin kats and 2 extenders on their gal scouts...and i think frost still gets a little more than 300.
The norm is 500 ehp fully damped.
Non tanked means this...not bricked scouts who don't run damps...ex cal scout using 1-2 plates getting that 530 + another 70 each from reactives..or 150 form a regular complex plate.
Or an amarr which obviously can get it's awesome scans and just give up the idea of dampening and use 4 lows to get MORE tank than the gal scout.
Or the min can abandon dampening and get 450 ehp on top of it's 430 (with 3 complex extenders) with 3 complex plates.
those are lite assaults...and very few run them.
three scouts hit 500 ehp as previously shown while being completely damped. the min get's 430 ehp with 3 damps.
Founder & CEO Fatal Absolution
Skype: Zatara.Rought Twitter: @ZataraRought
Strive. No mattter what
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Zatara Rought
Fatal Absolution General Tso's Alliance
4922
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Posted - 2014.12.02 00:32:00 -
[385] - Quote
Vitantur Nothus wrote:If Logis are going to get Scout-like Scan Precision and Range, do you think AM/CA Scouts might get 4EQ? Or would that second part be too much like role bleed?
If a role is OP and you remove one of it's benefits and give it to another to one that is UP like logi's...and they both become balanced as a result...awesome!
Why then would you need to buff them if they are balanced? just make changes that make their bonus worthy but not OP like 4 equip slot scouts.
Founder & CEO Fatal Absolution
Skype: Zatara.Rought Twitter: @ZataraRought
Strive. No mattter what
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Spademan
Fatal Absolution General Tso's Alliance
4832
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Posted - 2014.12.02 00:35:00 -
[386] - Quote
Zat, I'm not sure these are "misquotes" as you so often tout as much as they might be misunderstandings. You did say that, that's not a misquote. That implies malicious intent.
Just a thought.
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
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RedPencil
Abandoned Privilege Top Men.
152
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Posted - 2014.12.02 00:38:00 -
[387] - Quote
Zatara Rought wrote:1. What comes of the MN Scout's bonus if he can't backstab without being detected?
Need to see how min scouts being detected at short ranges affects things. Personally I'd like to see the short range be like 8-10 meters max and even with all the range mods in the world they can only get the innermost circle to like 18m-20MAX...open to suggestions. But min can jump like 10 meters while charging knives at crazy fast speeds. And don't tell me about backpedaling...the min scout will walk right into you...ESPECIALLY if you're not an assault suit using nothing but ferroscale for low slot tank.
As a dedicate min Knifer (no gun), I'm urge u to run knife only then come back and prove me wrong.
- Knife range is 2M, you would be dead before even get under 10M.
- No control over midair. Make a wrong move, and you will be a free midair target.
- Try it yourself, how long it take to run > uncloak > jump > charge > swing knife after the buggy uncloak delay.
- I'm sure you will encounter dead because you can't switch weapon when unclaok and run.
- "Walk ONLY" Try it yourself, walk right into any backpedaling enemy, 8 out of 10 you would be dead.
FYI: every time you swing knife, your moving speed is drop. So make it count.
Beware Paper cut M[;..;]M
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Vitantur Nothus
Nos Nothi
872
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Posted - 2014.12.02 00:44:00 -
[388] - Quote
Zatara Rought wrote:Vitantur Nothus wrote:If Logis are going to get Scout-like Scan Precision and Range, do you think AM/CA Scouts might get 4EQ? Or would that second part be too much like role bleed? If a role is OP and you remove one of it's benefits and give it to another to one that is UP like logi's...and they both become balanced as a result...awesome! Why then would you need to buff them if they are balanced? just make changes that make their bonus worthy but not OP like 4 equip slot scouts.
The above was tongue-in-cheek, but we are going to have to think of something for them. That's part of balance. We can't strip away intended roles off then walk away and hope for the best.
What do you think we should do with the CA Scout and AM Scout? |
voidfaction
Nos Nothi
660
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Posted - 2014.12.02 00:58:00 -
[389] - Quote
CCP Rattati wrote:Amps decrease Precision Precision reduces range
Both increase Profile
Will this allow for less active cloak range penalty? Not saying removing the penalty just make it not so harsh. Maybe do it the same way so for example an active cloak has 25% precision/range penalty.
What about other mods like Light Weapon Damage? Are those going to have any penalties? Should I start learning to run my scout with them to not get a penalty to profile, precision, range, speed, etc etc |
Ghost Kaisar
Fatal Absolution General Tso's Alliance
8417
|
Posted - 2014.12.02 01:06:00 -
[390] - Quote
Zatara Rought wrote:Vitantur Nothus wrote:Zatara Rought wrote: *facepalm* you miss the point on the plates.
99.9% of low slot sales are brick-related. My point is that there's a problem with comparative utility of plates. And with respect, I do not accept your claim that 300HP Scouts slay in PC. refute all you like. lol. where did I say 300 ehp scouts slay? quite the stretch there..almost a misquote. 450-550ehp shotgun scouts are the most dominant fits in PC. Heavies are only better when spammed in blobs. And you can get 500 ehp EASY on all but the min while being completely damped. we've done this before. min scout with 3 extenders (they have more PG than my cal assault FFS) gets 430 ehp. cal get's 530 with 4 extenders. gal lol amarr get's like 600 while being fully damped.
lol 343 shields on a Minmatar scout.
I can barely get over 289 while maintaining a decent fit with the tools I need to succeed.
My typical PC slaying fit only runs 289/87. Just run a single kincat and damps.
Bullet Hell and Duct-Tape? Count me in!
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