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Thread Statistics | Show CCP posts - 32 post(s) |
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2526
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Posted - 2015.03.05 16:42:00 -
[1] - Quote
A little worried about what the NK Scouts are going to turn into.
Last week i was caught in a fight at an objective in my fast uplink/hacking proto minscout. That suit has NK, Exile AR and one shield extender for combat mods - everything else is ewar/kincats/scanner - no cloak because effectively useless.
Don't normally choose to knife-fight, so not very practiced. Plan is sprint in, drop links, hack mid/deep points and switch out asap because the suit is too expensive for my kdr.
Anyway was caught in heated firefight over middle objective and chose to knife fight so as not to draw attention to my expensive suit. Killed 12 non-nooberries in about two minutes. It really makes me wonder what these changes are going to transform NK scouts into.
NK range has already been buffed at least once and AA has been added iirc. Definitely don't want a repeat of MAG.
PSN: RationalSpark
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2528
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Posted - 2015.03.07 18:19:00 -
[2] - Quote
CCP Rattati wrote:Update, and the spreadsheet is updated as well, and added to the OP.
"After making the Starter loadouts much better, we ran into the issue of PG/CPU capacity. The situation was tricky because Militia and Standard Basic Frames were not in parity, and we wanted to simplify fitting so that all starter fits had the same PG/CPU capacity. However, we also had an old issue we could fix at the same time, Basic Medium Frames have been underpowered for a while and the solution was simple. Massively increase and equalize all Basic Medium Frame capacity, make them worth skilling up to Prototype, and give Militia Dropsuits a reduced, fixed % of Standard capacity. So thatGÇÖs what we did. Coupled with the fact that we reduced the ISK cost of Basic Dropsuits in a recent hotfix, will hopefully make them viable choices for battle. To fine-tune the Starter loadouts, and increase parity of militia choices, we also made tweaks to the PG/CPU requirements of a few militia items as well." As far as it goes this change is welcome and rational, so well done.
But wrt basic frames we're not quite there imo: the level-based basic frame skills should be part of what make scouts light, assaults/logis mediums and sents/commandos heavies. This would allow more role-based specialization for the specialist suits.
E.g. basic light frame skills should focus on mobility, basic med frame skills should focus on firefight competency, basic heavy frame skills should focus on tanking.
This would give us an opportunity to further refine and distinguish specialist suits without the need to resort to # of weapons slots or simple ehp buffs/nerfs as tools to define roles.
PSN: RationalSpark
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2529
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Posted - 2015.03.07 19:40:00 -
[3] - Quote
Zaria Min Deir wrote:Greiv Rabbah wrote:Zaria Min Deir wrote:KEROSIINI-TERO wrote:
TLDR; Increasing hives carry amounts will partially undo both nade nerfs (nade carry amount and nanohive resupply cost increase)
This is so painfully obvious, and more than a little worrying. Nadespamming isn't a huge problem currently, but it certainly exists, and the main limiting factor on it is... the number of hives available. Now. Will this change tip the balance too much? No idea. On the other hand. I carry hives on many of my fits, to resupply ammo for myself and squadmates. Particularly important if I am running an MD fit, or have had to use my flux nades to clear equipment clusters (often enough). Having a blueberry nade/REspammer walk by and suck the hive dry before I get a full MD magazine out of it... is distressing, and bam, that's on average 1/3 of my resupply (worse case, my entire squad's resupply) gone in an instant. I have stopped bothering to carry triage hives for the most part, as they get spent so fast (alloteks, in particular, get sucked dry by nade users) or destroyed so easily, they rarely feel worth it to waste a slot on. Now, if I have more spare ones, using them seems less wasteful. Triage hives in particular really need this buff. I am not all for avocating removing nade resupply from hives altogether... but maybe it needs limiting in some other way other than just increasing the nanite cost (as that would lead to the same issue of nadespammers using up everyone's hives, and no ammo for anyone else)... Would something like a hard limit of nades resupplied per hive be worth looking into? nade spamming isnt an issue AT ALL right now. nades being used is hardly a thing, and theyre an actual weapon. killing people with them isnt an exploit, its something you need to level into doing and explosives arent worth wasting the SP on right now No one called using nades an exploit? Other weapons have been nerfed before, if they got too powerful, then buffed again, then nerfed again... grenades aren't special. And, no, nades aren't nearly at their most powerful at this moment, but they are far from useless. But if you haven't recently run into someone sitting on hives and tossing nades like a champ... well, I'm happy for you. Not a huge issue, like I already said, not the current fotm, but that doesn't mean it doesn't happen, and doesn't mean making it easier won't tempt more people into doing it again, and doing it more. This is the potential issue we are trying to bring up, not saying that nades currently are some huge problem. There's an easy fix here - make nade resupply:
A)slower
or
B)lowsest priority, armor/ammo being replenished first.
or both if necessary.
With these small changes we can give hives more value but still protect the game form nadespam.
PSN: RationalSpark
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2529
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Posted - 2015.03.07 20:26:00 -
[4] - Quote
Baal Omniscient wrote:Harpyja wrote:Kain Spero wrote:CCP Rattati wrote: I think it's going to be great, you will be able to reposition rapidly. Grenade spam is a not a big issue in our game right now, and nanohives were not being used much except by dedicated logis. If scouts are going to use one slot to be able to throw a few grenades, then good for him.
With the issue pointed out about RE and Grendade resupply I'm somewhat concerned as well. I think it'll be something to closely monitor, but I really think that the game would be better of if grenades and REs only resupplied at a depot . On a side note, a positive side effect of making grenades and REs only resuppliable at supply depots is that blue dots will no longer deplete my nanohives within seconds of deploying them It would also mean AV players would have to resupply at them, making supply depots an even bigger 'kkill at the start of the match' target. No, afraid grenades need to stay resupplyable from hives Edit: RE's can kiss my ass however. Agree. With what's obviously coming AV doesn't need another kick in the nuts. Grenade resupply needs to stay with hives, but we need to modify how hives handle grenade resupply.
PSN: RationalSpark
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