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Kallas Hallytyr
Skullbreakers
1224
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Posted - 2015.01.06 16:43:00 -
[1] - Quote
Leadfoot10 wrote:EWAR Scouts with REs are difficult to counter. I can understand the rage. The biggest issue remains the awful state of scan stats: Assaults/Commandos/Sentinels need to sacrifice a ton to fit anything vaguely resembling decent scan stats, while Logis still need a bunch of precision to be worthwhile.
Not to mention the insane reduction to Range Amps: they were garbage on anything bar Scouts before the 1.10 changes, now they're simply awful on everyone (less from a PRO mod now than a STD mod then, wtf?!) Essentially, all suits need their scan stats brought a bit closer together (keeping some distance, but not enormous ones) combined with some bonuses being changed to module efficacy bonuses instead (looking at Scout scan bonuses primarily, but also things like Sentinel resistance bonuses when we finally get resistance modules.)
Leadfoot10 wrote:That said, I've always been a fan of implementing an animation similar to the way a logi needles a friendly when placing an RE, that way they become more of a trap and less of a smart grenade. An RE placement animation would be good, it would also prevent the Sprint-Jump-Lob nonsense. It shouldn't be a long one, but it should be noticeable. Although I'd be worried about the effect it'd have on the placement of Packed REs on vehicles: they're already nigh impossible to get a hold of - maybe if HAVs actually had acceleration and momentum instead of going from 0-40 in 0.00001s?
Buwaro Draemon wrote:I just hate how they can be tossed for farther distances, do more damage than grenades, and br able yo restock them at Nanohives There is absolutely no reason for REs to be restocked from Nanohives. As much as they are used like weapons, they are equipment and should follow the same guidelines as such. Alternatively we could: - Make all equipment restock from Hives/Depots - Make all equipment regenerate at a slow rate, while removing Hive restocking - Some combination of the above.
Personally, I feel that we should have more carried of pretty much everything and make all equipment restock at a Depot like ammo does.
Alt of Halla Murr. Sentinel.
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Kallas Hallytyr
Skullbreakers
1224
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Posted - 2015.01.06 17:05:00 -
[2] - Quote
Vitantur Nothus wrote:Kallas Hallytyr wrote:Leadfoot10 wrote:EWAR Scouts with REs are difficult to counter. I can understand the rage. The biggest issue remains the awful state of scan stats: Assaults/Commandos/Sentinels need to sacrifice a ton to fit anything vaguely resembling decent scan stats, while Logis still need a bunch of precision to be worthwhile. A proto CalScout running straight complex shield extenders has the same HP as a CalAssault with no modules equipped. Compared to the Scout, each of the suits above come prefit with a ton of fitting. Your point being...?
My point was that to even utilise the scan stats of an Assault against other Assaults or even Heavies without getting within 3" of them you need to put on a bunch of modules (some of which just got hammered into the ground.) Seriously, a 20m scan with a 75db precision? Seriously? That's 75*0.9 = 67.5 (not detecting a Sentinel, base) *0.8 = 54, which will pick up a Sentinel from 20m away. Ok, sounds great...except 20m away is nothing, that's half of the HMG's optimal range and barely useable: that's picking up only heavy frames from a short distance. If you want to pick anything up from a decent range you'll need at least two PEs (75*0.9*0.8*0.828 = 44.7) and at minimum Range Amp 5 (for a 30m far scan) while Range Amps themselves are pretty ghastly (1 CxRA is 4.5m on that Assault's scan...whoopdeedoo!)
Frankly, scanning is a mess: the concentric circles are great to have as a mechanic in the game, but are awful in application, because they have changed nothing bar make/keep everyone blind unless you use an Active Scanner.
Alt of Halla Murr. Sentinel.
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Kallas Hallytyr
Skullbreakers
1225
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Posted - 2015.01.06 17:29:00 -
[3] - Quote
Vitantur Nothus wrote:We've no reason to believe that the Scout remains overpowered; there's no reason to further marginalize or gift away what remaining strengths it has. The Scout cannot rival the staying power of other units. Other units should not rival the Scout's strength at EWAR. Well, there's no reason to keep the non-module bonuses: it doesn't impact 'true' Scouts, and can potentially lead to a buff either in the bonuses given/in other areas to support the changes if need. Most other bonuses on suits are based on the usage of specific equipment (Assaults using racial weapons; Commandos using specific damage types) - why not Scouts? Why shouldn't they need to use the modules to get the benefit? This isn't about nerfing Scouts, it's about uniformity of application: similarly, Sentinels should be required to use resistance modules (if and/or when we get them.)
As far as slaying power is concerned, that is entirely disputable: as far as damage output is concerned, only the Sentinel (because of Heavy weapon access) and Commando (because of the damage bonus) can be considered more slayer-y since the Scout does not do less damage than an Assault or Logi: simply it is less sustainable to fight, which is pretty appropriate.
Vitantur Nothus wrote:Yes, but it could've been alot worse. Imagine what the game would be like today if the Heavy+Logi blob had been granted the unbeatable, long range passive scans originally pitched by Cat Merc and Zatara. "Balanced" does not come to mind. Could have been worse does not mean that we shouldn't strive for better. The system currently is a step in the right direction, but the numbers need further poking.
Alt of Halla Murr. Sentinel.
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