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Posted - 2015.01.29 11:48:00 -
[1] - Quote
The close/med/far range implementation had a huge impact on scouts:
1. Everyone can see a scout in close range by default. An undampened scout can be scanned by any other dropsuit within 3m-5m. This effectively forces a scout to dampen below the 20db threshold so that they won't be detected while hacking cloaked.
2. If scouts are dampened, then that doesn't leave enough/any high slots for range amps. Scouts are squishy, and if they're going to try to move in a concealed way, then they need information about where potential enemies might be able to spot them, so that they can avoid being blapped in one or two shots. If you're dampening and range amplifying, then you certainly don't have room to armor tank, so you'll be dead before you know it. Scouts need scan range to play their role well.
3. close/med/far scan range nerfed the scout's default scan range too much. Scan precision between 10m-20m was nerfed, effectively halving the default scan range for the scan precision of scouts.
I would recommend the following adjustments:
Change default scout range from 4/10/20 to 4/15/20.
Change default scan precision so that scouts can afford to dampen + use range amps:
- Light Frames:
Scout: Close/Medium/Far = 20/40/52 --> 27.5/40/52
Basic: Close/Medium/Far = 20/40/52 --> 27.5/40/52
- Medium Frames:
Logistics: Close/Medium/Far = 22.5/45/58.5 --> 30/45/58.5
Assault: Close/Medium/Far = 22.5/45/58.5 --> 30/45/58.5
Basic: Close/Medium/Far = 22.5/45/58.5 --> 30/45/58.5
- Heavy Frames:
Commando: Close/Medium/Far = 27.5/55/71.5 --> 35/55/71.5
Sentinel: Close/Medium/Far = 25/50/65 --> 32.5/50/65
Basic: Close/Medium/Far = 25/50/65 --> 32.5/50/65 |
Clone D
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Posted - 2015.01.29 20:24:00 -
[2] - Quote
Baal Omniscient wrote:The problem was and is that if a scout has too good base ewar, they are free to tank all of their slots with no drawbacks, or tank ewar either high or low and HP tank the other side, when scouts are SUPPOSED TO BE squishy. Players playing their role aren't an issue, it's the people exploiting the other advantages that come along with those bonuses to play a light assault with all around better non-eHP base stats.
Once you show me a way to balance for that, I have no issue with giving scouts better base ewar or buffing ewar modules.
If CCP wanted to limit the kind of modules that a scout could fit, then they could add controls to reject invalid module types.
As it is right now, scouts are uber weak at ewar, which is an area in which they should excel. You can tell when you end up with a bunch of threads saying how weak scout ewar is since 1.10.
As it stands now, if ewar is so weak, then of course scouts will choose the more effective options: eHP and speed. By making scout ewar weak, you're essentially pushing them toward eHP tanking. |