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Adipem Nothi
Nos Nothi
8822
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Posted - 2015.04.17 04:32:00 -
[31] - Quote
True Adamance wrote:Adipem Nothi wrote:
This reads as though you aren't up-to-date with current in-game mechanics. Avoiding detection isn't limited to dodging GalLogi scans. Any MedFrame who runs just one precision enhancer will scan even the most heavily dampened Scout before that Scout gets within optimal shotgun or knifing. That intel is relayed to all squadmates; even if the medframe dies, the Scout's position was still compromised.
For realsies? Are you being serious? I have lots of math for you if so: https://docs.google.com/spreadsheets/d/1zVbDLXDU5gpKjx1YmE9ODVYHxlE40vhNz-L7gBTcY4Y/edit
This has been the case since December.
Shoot scout with yes.
- Ripley Riley
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
18312
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Posted - 2015.04.17 04:35:00 -
[32] - Quote
Adipem Nothi wrote:True Adamance wrote:Adipem Nothi wrote:
This reads as though you aren't up-to-date with current in-game mechanics. Avoiding detection isn't limited to dodging GalLogi scans. Any MedFrame who runs just one precision enhancer will scan even the most heavily dampened Scout before that Scout gets within optimal shotgun or knifing. That intel is relayed to all squadmates; even if the medframe dies, the Scout's position was still compromised.
For realsies? Are you being serious? I have lots of math for you if so: https://docs.google.com/spreadsheets/d/1zVbDLXDU5gpKjx1YmE9ODVYHxlE40vhNz-L7gBTcY4Y/editThis has been the case since December.
NO MATH! I YIELD!
GÇ£That is not dead which can eternal lie,
And with strange aeons even death may die.GÇ¥
-The Nameless City
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Adipem Nothi
Nos Nothi
8822
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Posted - 2015.04.17 04:38:00 -
[33] - Quote
True Adamance wrote: NO MATH! I YIELD!
OK, without maths ...
Medframe equips 1 complex precision enhancer. If he's an Assault, he now scans at 16dB out to 6 meters. If he's a Logi, he now scans at 16dB out to 8 meters. His scans are shared with his squad.
Say you're a Scout, and you want to backstab this guy without blipping on his squad's TacNet ...
CA Scout - Impossible MN Scout - Impossible AM Scout - Needs 4 complex damps GA Scout - Needs 3 complex damps
Shoot scout with yes.
- Ripley Riley
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Adipem Nothi
Nos Nothi
8822
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Posted - 2015.04.17 04:53:00 -
[34] - Quote
Vesta Opalus wrote:Adipem Nothi wrote:Or nerf Assaults. The imbalance is plain as day from my POV; the tougher the fight, the more obvious the imbalance. I can only imagine that kill/spawn efficiency data is mirroring usage data. It shouldn't take much. Dialing back Assault mobility would be a great start, and might just do the trick. I think the only assault with too much mobility is the minmatar, and that mobility nerf could be accomplished by nerfing its stam gain (and buffing amarr scout base speeds) The MN Assault is no doubt the worst offender. MN Assault speed aside, the class as a whole is moving too fast.
If an Assault is packing more HP than a Commando, why is he still moving so much faster than a Commando? If an Assault is running straight biotics and out-sprinting Scouts, why is doing so with > 2x the HP of a Scout?
Assaults are simultaneously attaining High HP and High Mobility. There should be more of a tradeoff. Not just for MN Assaults. For all Assaults. For everyone. Uparmored Scouts included. Be fast or be tanked. Not both.
Shoot scout with yes.
- Ripley Riley
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SgtMajSquish MLBJ
Consolidated Dust
422
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Posted - 2015.04.17 08:08:00 -
[35] - Quote
Adipem Nothi wrote:Or nerf Assaults. The imbalance is plain as day from my POV; the tougher the fight, the more obvious the imbalance. I'm willing to bet that kill/spawn efficiency data is mirroring usage data. It shouldn't take much. Dialing back Assault mobility would be a great start, and might just do the trick. Scouts were never supposed to be the end-all-be-all
Just because your SPEEDTEST.net shows a good connection, doesn't mean you are not a lagging f*ck
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Starlight Burner
Crux Special Tasks Group Gallente Federation
209
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Posted - 2015.04.17 08:18:00 -
[36] - Quote
I say no to buffing scouts. I honestly feel that most Scout users are not correctly playing the 'scout' role.
A scout is not supposed to win a 1v1 head on. I usually to always win a 1v1 scout situation when taken head on in my Assualt Gk.0 suit. This is balanced correctly.
I normally to frequently lose to a scout suit when they attack me from behind; however, the point in how they attack and come out of the cloak is niche skill.
Is it impossible? No, just takes practice just like anything else. I get killed by scouts all the time. Normally, I always die to scouts because ain't no one got good aim. (Sorry Combat Rifle users, your OP gun does not put you in my definition of 'good' players.)
I don't think scouts need a buff. I think you should run with some frequent PC Scout players.
Scouts are doing just fine. Stop attacking from the front because you're supposed to be a scout.
Scout definition: a soldier or other person sent out ahead of a main force so as to gather information about the enemy's position, strength, or movements.
CCP Rattati, stop buffing things based on use!
Unemployed, LFC
Thank you CCP for DUST 514!
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SgtMajSquish MLBJ
Consolidated Dust
423
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Posted - 2015.04.17 08:21:00 -
[37] - Quote
Starlight Burner wrote: Scout definition: a soldier or other person sent out ahead of a main force so as to gather information about the enemy's position, strength, or movements.
Passive scans with scouts were big. I hated the eWar nerf due to that
Just because your SPEEDTEST.net shows a good connection, doesn't mean you are not a lagging f*ck
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Haerr
Negative-Feedback. Negative-Feedback
2755
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Posted - 2015.04.17 09:05:00 -
[38] - Quote
Scouts are fine(-ish).
But I'll agree on the HP vs. Movement Speed bit, Assaults could stand to be slightly slower, Commandos could do with a slot more or a bit more HP, and Logistics could have a bit higher movement speed.
Haerr's Handel GÇö Marketplace
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8136
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Posted - 2015.04.17 10:09:00 -
[39] - Quote
Adipem Nothi wrote:Or nerf Assaults. The imbalance is plain as day from my POV; the tougher the fight, the more obvious the imbalance. I'm willing to bet that kill/spawn efficiency data is mirroring usage data. It shouldn't take much. Dialing back Assault mobility would be a great start, and might just do the trick. Hahahahaha.
No. Assaults are supposed to be the combat front line.
Sentinels and scouts are support units.
Get used to the idea.
AV
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Adipem Nothi
Nos Nothi
8844
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Posted - 2015.04.17 12:10:00 -
[40] - Quote
SgtMajSquish MLBJ wrote: Scouts were never supposed to be the end-all-be-all
The very same could and should be said for Assaults.
Shoot scout with yes.
- Ripley Riley
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IAmDuncanIdaho II
Nos Nothi
2151
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Posted - 2015.04.17 12:11:00 -
[41] - Quote
Adipem Nothi wrote:True Adamance wrote: NO MATH! I YIELD!
OK, without maths ... Medframe equips 1 complex precision enhancer. If he's an Assault, he now scans at 16dB out to 6 meters. If he's a Logi, he now scans at 16dB out to 8 meters. Say you're a Scout, and you want to backstab this guy without blipping on his and his entire squad's TacNet ... CA Scout - Impossible MN Scout - Impossible AM Scout - Needs 4 complex damps GA Scout - Needs 3 complex damps
It's not so much the blipping on his squad's tacnet that I care about. It's up to me to have an escape route and enough stamina left to get out of dodge. I feel that is a skillful thing that comes of experience, practice and good situational awareness.
What I do care about is the blipping on this guy's tacnet, rendering my skillful approach, flank and stab-twist-kill finish completely useless.
Frankly, any squad worth their salt will be on comms and this guy will verbally tell everyone where he just died to the dirty scout....assuming he just died and wasn't able to utilise his First Strike mechanic to raise a middle finger and smite the dirty scout ;-)
Anyway bottom line: I agree with addressing the mobility imbalance before anything else. The way that is set up feels instinctively wrong. Inverse HP <--> Mobility feels instinctively right. Apart from different class baselines, class is irrelevant. That HP module just added %age mobility penalty.
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IAmDuncanIdaho II
Nos Nothi
2151
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Posted - 2015.04.17 12:20:00 -
[42] - Quote
Starlight Burner wrote: A scout is not supposed to win a 1v1 head on. I usually to always win a 1v1 scout situation when taken head on in my Assualt Gk.0 suit. This is balanced correctly.
[...]
Stop attacking from the front because you're supposed to be a scout.
I don't think you read or understood the argument. What I just paraphrased from you I agree with. What is being advocated is not designed to allows scouts to go frontal assault.
Starlight Burner wrote: Scout definition: a soldier or other person sent out ahead of a main force so as to gather information about the enemy's position, strength, or movements.
Dude you can't pull a definition from anywhere you like and say that is what it should be. If you read the DUST description it is different to this. I won't even argue for implementing what the DUST definition says. I would urge you to consider what will happen if you make the scout what you want it to be. There won't be any scouts. Nobody wants to play an FPS where they are not supposed to kill.
You may not realise you made a wish, but be careful what you wish for. |
Adipem Nothi
Nos Nothi
8844
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Posted - 2015.04.17 12:20:00 -
[43] - Quote
Starlight Burner wrote:I say no to buffing scouts. I honestly feel that most Scout users are not correctly playing the 'scout' role ... Scout definition: a soldier or other person sent out ahead of a main force so as to gather information about the enemy's position, strength, or movements.
Please read this thread. It is where Scouts requested to remain Scoutly, and were denied.
Starlight Burner wrote: A scout is not supposed to win a 1v1 head on. I usually to always win a 1v1 scout situation when taken head on in my Assualt Gk.0 suit. This is balanced correctly.
Agreed. The problem is that against a competent Assault unit, a 1v1 attack from behind as often as not promptly becomes a 1v1 head-on engagement. High mobility, combined with high HP and intense short range scans permits Assaults to too easily turn the table on units who get the drop on them. This is imbalanced.
Starlight Burner wrote: Is it impossible? No, just takes practice just like anything else. I get killed by scouts all the time. Normally, I always die to scouts because ain't no one got good aim. Scouts are doing just fine. Stop attacking from the front because you're supposed to be a scout.
Please read above.
Starlight Burner wrote: I don't think scouts need a buff. I think you should run with some frequent PC Scout players.
You can learn alot watching a stompsquad mop up a pub, but you won't learn much about role interplay or balance.
Shoot scout with yes.
- Ripley Riley
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IAmDuncanIdaho II
Nos Nothi
2151
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Posted - 2015.04.17 12:22:00 -
[44] - Quote
Breakin Stuff wrote:Adipem Nothi wrote:Or nerf Assaults. The imbalance is plain as day from my POV; the tougher the fight, the more obvious the imbalance. I'm willing to bet that kill/spawn efficiency data is mirroring usage data. It shouldn't take much. Dialing back Assault mobility would be a great start, and might just do the trick. Hahahahaha. No. Assaults are supposed to be the combat front line. Sentinels and scouts are support units. Get used to the idea.
Mr Breakin Stuff, I usually look at your posts and think they are objective and add to the debate, but I can't fathom where you are getting the idea that what is being advocated here is to put scouts on the combat front line. As I said to the other guy earlier, if you read and understood the argument and what is being advocated for, you would see it is *not* to make scouts good at frontal assaulting. |
Adipem Nothi
Nos Nothi
8844
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Posted - 2015.04.17 12:27:00 -
[45] - Quote
SgtMajSquish MLBJ wrote:Starlight Burner wrote: Scout definition: a soldier or other person sent out ahead of a main force so as to gather information about the enemy's position, strength, or movements.
Passive scans with scouts were big. I hated the eWar nerf due to that You and I both. Scout EWAR was not to blame Assault Lite out-assaulting Assault. The right path then is the same as the right path now:
The more HP a unit packs, the less mobile he becomes.
This would have fixed Assault Lite rolebleed then. This would fix Scout Lite rolebleed now.
Shoot scout with yes.
- Ripley Riley
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Adipem Nothi
Nos Nothi
8844
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Posted - 2015.04.17 12:35:00 -
[46] - Quote
Haerr wrote:Scouts are fine(-ish).
But I'll agree on the HP vs. Movement Speed bit, Assaults could stand to be slightly slower, Commandos could do with a slot more or a bit more HP, and Logistics could have a bit higher movement speed. I believe we agree on all points.
Shoot scout with yes.
- Ripley Riley
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Mobius Wyvern
Storm Wind Strikeforce Caldari State
6095
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Posted - 2015.04.17 15:27:00 -
[47] - Quote
Never again.
We all remember post-1.8 when Assault Suits pretty much died out.
There is no way in which an Assault Suit can be OP in its role. That's like saying your Scout suit is OP because my Assault Suit can't get scans as good as your's or fit a cloak easily.
Why is current Assault mobility so offensive? Pretty sure even though I use Ferroscales that Smoky the Bear could paste me before I react, and that's from running with him in FW against full queue-syncs.
I support Keshava for Gallente Specialist HAV
R.I.P. Kesha
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Adipem Nothi
Nos Nothi
8848
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Posted - 2015.04.17 15:54:00 -
[48] - Quote
Mobius Wyvern wrote:Never again. We all remember post-1.8 when Assault Suits pretty much died out.
No one clamored more productively for Scout nerfs than Scouts following 1.8. We probably took it too far.
Mobius Wyvern wrote: There is no way in which an Assault Suit can be OP in its role. That's like saying your Scout suit is OP because my Assault Suit can't get scans as good as your's or fit a cloak easily.
Just like everything else, Assaults can absolutely be "too good" at doing what they do. Assaults don't have to be broken to be the best slayers. A 300HP speedy unit shouldn't have a hard time keeping up with (or running away from) an 800HP slayer unit. When they do -- which is the case today -- one of the two units broken.
Shoot scout with yes.
- Ripley Riley
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Vesta Opalus
Ostrakon Agency Gallente Federation
618
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Posted - 2015.04.17 16:22:00 -
[49] - Quote
Adipem Nothi wrote:Vesta Opalus wrote:Adipem Nothi wrote:Or nerf Assaults. The imbalance is plain as day from my POV; the tougher the fight, the more obvious the imbalance. I can only imagine that kill/spawn efficiency data is mirroring usage data. It shouldn't take much. Dialing back Assault mobility would be a great start, and might just do the trick. I think the only assault with too much mobility is the minmatar, and that mobility nerf could be accomplished by nerfing its stam gain (and buffing amarr scout base speeds) The MN Assault is no doubt the worst offender. MN Assault speed aside, the class as a whole is moving too fast. If an Assault is packing more HP than a Commando, why is he still moving so much faster than a Commando? If an Assault is running straight biotics and out-sprinting Scouts, why is doing so with > 2x the HP of a Scout? Assaults are simultaneously attaining High HP and High Mobility. There should be more of a tradeoff. Not just for MN Assaults. For all Assaults. For everyone. Uparmored Scouts included. Be fast or be tanked. Not both. HP and Mobility should be inversely related. CurrentMax HP: Heavy > Assault > Commando > Logi > Scout Mobility: Heavy < Commando < Logi < Assault < Scout SuggestedMax HP: Heavy > Commando > Assault > Logi > Scout Mobility: Heavy < Commando < Assault < Logi < Scout How To* Add a Low Slot to Commandos (all races, all tiers) * Swap Logi and Assault base movement speeds * Slightly increase mobility penalties for vanilla and reactive plates * Add slight mobility penalties to ferroscale * Amplify plate penalties when worn by Light Frames * Reduce plate penalties when worn by Heavy Frames
Back to your point, can't speak to Stamina, but I believe MN Assault base movement was entered in error and should be reduced from 5.30 to 5.20. Here are the numbers.
Min stamina regen is 2.5x the regen of gallente and caldari assaults, and 1.6x (fuzzier on this number) the regen of amarr assault. I think this is a pattern that repeats on all the min suits, but is only really noticable and overpowered when paired with the high speeds of min assaults and min scouts.
As for commandos, they just need a buff somehow all around, they should be premier damage dealers, but right now they are too squishy and their damage bonus does not make up for that in any meaningful way, and for the amarr commando the damage bonus is way outclassed by the heat bonus the ak.0 assault gets (which results in a far bigger damage bonus).
I think the real problem with assault HP is that HP modules still have no stacking penalties for some reason. This is just mind boggling to me, if there were stacking penalties we wouldnt see all these 1.1k health assaults running around breaking the game mechanics by stacking as much health as they can. Meanwhile stacking penalties on HP mods would be an indirect buff for commandos, scouts, AND heavies that arent stacking plates. I dont understand why everything but HP has a stacking penalty, when HP is probably one of the biggest factors in game balance and stacking HP is gamebreaking and boring when alot of people do it on the same team.
Edit: to clarify I'd like to see assaults generally hitting around 600-800 hp, which I think would end up being perfectly fine, scouts should be 300-500, commandos 700-900 or so, heavies 1100-1300 or so. I think the only one that doesnt fit into these numbers are assaults or bricked scouts (which would also be disallowed by diminishing returns and are ineffective anyway), so hurrah? |
Adipem Nothi
Nos Nothi
8849
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Posted - 2015.04.17 16:48:00 -
[50] - Quote
IAmDuncanIdaho II wrote: Anyway bottom line: I agree with addressing the mobility imbalance before anything else. The way that is set up feels instinctively wrong. Inverse HP <--> Mobility feels instinctively right. Apart from different class baselines, class is irrelevant. That HP module just added %age mobility penalty.
Completely agree.
Shoot scout with yes.
- Ripley Riley
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Adipem Nothi
Nos Nothi
8849
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Posted - 2015.04.17 16:53:00 -
[51] - Quote
Vesta Opalus wrote:... to clarify I'd like to see assaults generally hitting around 600-800 hp, which I think would end up being perfectly fine, scouts should be 300-500, commandos 700-900 or so, heavies 1100-1300 or so. I think the only one that doesnt fit into these numbers are assaults or bricked scouts (which would also be disallowed by diminishing returns and are ineffective anyway), so hurrah? I'd add Logis in there somewhere between Scouts and Assaults, perhaps 400-600 range. The scale makes sense to me, so long as 800HP guys aren't running around at comparable speeds as the 300HP guys. Perhaps diminishing on plates is the way to go; perhaps increased mobility penalties for plates would work as well. I'd only add that the drawbacks of stacking plates should affect Light Frames more than Medium Frames, and Medium Frames more than Heavy Frames (or altogether exclude Heavy Frames from the drawbacks).
Shoot scout with yes.
- Ripley Riley
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DDx77
The Exemplars
200
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Posted - 2015.04.17 17:55:00 -
[52] - Quote
Assaults are generally in a good place (*cough* cal kinda crappy *cough* minmatar slightly OP)
I wouldn't go backwards with them
The only thing I would "buff" for scouts is actually returning the cal and gal ewar bonus' to what they once were
The minmatar may need some ewar love too ( but it is a very efficient killer so I may be very wrong here)
You might be experiencing the debacle that was the scan overhaul that took place about three or four updates ago.
Ratt changed the way scans well scan. It is worse now than it was imo
Also the team viewing active scanner thing is hilariously bad (Gal logi ftw)
These changes made the Amarr scout from great to useless virtually overnight for example .
Aside from reviewing/ revising scout ewar and maybe looking at loosening the leash on the cloak I think they are in a good place
May the Dark shine your way
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Vesta Opalus
Ostrakon Agency Gallente Federation
620
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Posted - 2015.04.17 18:25:00 -
[53] - Quote
Adipem Nothi wrote:Vesta Opalus wrote:... to clarify I'd like to see assaults generally hitting around 600-800 hp, which I think would end up being perfectly fine, scouts should be 300-500, commandos 700-900 or so, heavies 1100-1300 or so. I think the only one that doesnt fit into these numbers are assaults or bricked scouts (which would also be disallowed by diminishing returns and are ineffective anyway), so hurrah? I'd add Logis in there somewhere between Scouts and Assaults, perhaps 400-600 range. The scale makes sense to me, so long as 800HP guys aren't running around at comparable speeds as the 300HP guys. In other words, as HP inclines along the scale Mobility should decline. Increasing plate penalties/drawbacks might work, but we'd have to be careful not to upset intra-class racial balance, overpenalize heavy frames, or underpenalize Light Frames (no one wants another round of Assault Lite). I think it'd be safer to first swap Assault and Logi speeds, then tune HP modules should additional tuning be warranted.
I dont think logis belong in the speed>hp continuum, and to a lesser extent commandos dont really fit directly into it either. Reason being they are balanced by other factors. Commandos (should) have a significant damage advantage over other classes when using light weapons, and Logis have massive force multipliers when using equipment effectively. Both of these factors push them outside a raw hp vs. speed scale.
In addition scouts see kind of the same effect, since their real advantage is dampening and scanning, not necessarily speed. In fact if we're talking about raw hp/speed/killing power, assaults clearly dominate scouts across the board, since you can fit x2 kincats on any assault suit, have the same number of modules remaining as a scout has base, and still have significantly higher base HP, so scouts dont really belong either. This is why I dont like the hp v. speed scale, because while I agree some classes might need to be toned up or down, I dont agree that it should be a uniform rule across all classes.
Logis are fine as is. They dont need speed buffs.
Commandos are **** right now. Giving them more speed isnt going to fix it.
Scouts are... I dont know, they might actually need another module slot or something. But just giving them more speed or more hp or nerfing assault speed or hp isnt going to make them compete with assaults in an interesting way (i.e. not competing directly, but having a niche to excel in anyway). |
IAmDuncanIdaho II
Nos Nothi
2162
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Posted - 2015.04.17 18:36:00 -
[54] - Quote
Vesta Opalus wrote:Adipem Nothi wrote:Vesta Opalus wrote:... to clarify I'd like to see assaults generally hitting around 600-800 hp, which I think would end up being perfectly fine, scouts should be 300-500, commandos 700-900 or so, heavies 1100-1300 or so. I think the only one that doesnt fit into these numbers are assaults or bricked scouts (which would also be disallowed by diminishing returns and are ineffective anyway), so hurrah? I'd add Logis in there somewhere between Scouts and Assaults, perhaps 400-600 range. The scale makes sense to me, so long as 800HP guys aren't running around at comparable speeds as the 300HP guys. In other words, as HP inclines along the scale Mobility should decline. Increasing plate penalties/drawbacks might work, but we'd have to be careful not to upset intra-class racial balance, overpenalize heavy frames, or underpenalize Light Frames (no one wants another round of Assault Lite). I think it'd be safer to first swap Assault and Logi speeds, then tune HP modules should additional tuning be warranted. I dont think logis belong in the speed>hp continuum, and to a lesser extent commandos dont really fit directly into it either. Reason being they are balanced by other factors. Commandos (should) have a significant damage advantage over other classes when using light weapons, and Logis have massive force multipliers when using equipment effectively. Both of these factors push them outside a raw hp vs. speed scale. In addition scouts see kind of the same effect, since their real advantage is dampening and scanning, not necessarily speed. In fact if we're talking about raw hp/speed/killing power, assaults clearly dominate scouts across the board, since you can fit x2 kincats on any assault suit, have the same number of modules remaining as a scout has base, and still have significantly higher base HP, so scouts dont really belong either. This is why I dont like the hp v. speed scale, because while I agree some classes might need to be toned up or down, I dont agree that it should be a uniform rule across all classes. Logis are fine as is. They dont need speed buffs. Commandos are **** right now. Giving them more speed isnt going to fix it. Scouts are... I dont know, they might actually need another module slot or something. But just giving them more speed or more hp or nerfing assault speed or hp isnt going to make them compete with assaults in an interesting way (i.e. not competing directly, but having a niche to excel in anyway).
I have to disagree with you regarding a scout's advantage is not in speed - it absolutely should be one of their strengths. They are the light class. They must play to their strengths, which should include mobility. The things I can do with a Minja at ~300HP and 10.38 m/s is absolutely a niche playstyle. I base my tactics around it. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8141
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Posted - 2015.04.17 18:37:00 -
[55] - Quote
IAmDuncanIdaho II wrote:Breakin Stuff wrote:Adipem Nothi wrote:Or nerf Assaults. The imbalance is plain as day from my POV; the tougher the fight, the more obvious the imbalance. I'm willing to bet that kill/spawn efficiency data is mirroring usage data. It shouldn't take much. Dialing back Assault mobility would be a great start, and might just do the trick. Hahahahaha. No. Assaults are supposed to be the combat front line. Sentinels and scouts are support units. Get used to the idea. Mr Breakin Stuff, I usually look at your posts and think they are objective and add to the debate, but I can't fathom where you are getting the idea that what is being advocated here is to put scouts on the combat front line. As I said to the other guy earlier, if you read and understood the argument and what is being advocated for, you would see it is *not* to make scouts good at frontal assaulting. Mr. Nothi has been adamant over the course of several threads in the assertion that Assaults should not be the most popular class, and has used purchase stats to back his position.
Unfortunately for his assertion that it is unfair, Assaults ARE intended to be frontline fighters. They ARE intended to take a pounding and fight back. it's a circle of life that goes kind of like this:
Assaults prey on scouts who prey on Sentinels who prey upon assaults who prey upon scouts...
and everyone eats logis like hors'odeurves.
I find the idea that an assault should be an easier target than a lumbering fatty for a scout to be nothing short of hilarious. Just like I find the idea that a sentinel should be able to catch a scout easily is hilarious.
but unless there is some synergy, with each suit having the counterpoint, then we drop back to (insert OPness here).
But the fact remains, the assault is meant to be main-line infantry. Saying that it should not be a popular option is not only hilarious, but ludicrous.
Never mind if you want to kill an assault the best way isn't the shotty rush, RE or nova knife. Put a rifle on it, and creep around the field and play opportunistic ambusher. It's how I do the job when I go full crazy and run scout. It's remarkably effective.
Creep to about 30-50m, aim, kill an assault, relocate. Shotguns work amazingly for sentinels, but they're no longer the omniweapon anymore. I personally feel this is a good trend.
P.S. Quit trying to raptor strike me with myofibs you idiots, you're making AHMG headshot kills entirely too easy.
AV
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Adipem Nothi
Nos Nothi
8856
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Posted - 2015.04.17 18:41:00 -
[56] - Quote
Breakin Stuff wrote: But the fact remains, the assault is meant to be main-line infantry. Saying that it should not be a popular option is not only hilarious, but ludicrous.
I've never claimed that Assaults should be less popular than other classes. Most players play the role of slayer, and Assaults are the go-to slayer suit. It is natural that their usage rates outweigh those of other classes. What isn't natural is an 800HP unit running around at 9 m/s.
Shoot scout with yes.
- Ripley Riley
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8141
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Posted - 2015.04.17 18:42:00 -
[57] - Quote
Adipem Nothi wrote:Breakin Stuff wrote: But the fact remains, the assault is meant to be main-line infantry. Saying that it should not be a popular option is not only hilarious, but ludicrous.
I've never claimed that Assaults should be less popular than other classes. Most players play the role of slayer, and Assaults should be the go-to slayer suit. It is natural that their usage rates outweigh those of other classes. What isn't natural is 800HP units moving at 9 m/s.
If they could cloak, I'd agree with you. But given the interaction I described, I'm glad that scouts cannot trivially prey upon the assault class anymore.
This was a good change.
AV
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Adipem Nothi
Nos Nothi
8857
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Posted - 2015.04.17 18:53:00 -
[58] - Quote
Breakin Stuff wrote:Adipem Nothi wrote:Breakin Stuff wrote: But the fact remains, the assault is meant to be main-line infantry. Saying that it should not be a popular option is not only hilarious, but ludicrous.
I've never claimed that Assaults should be less popular than other classes. Most players play the role of slayer, and Assaults should be the go-to slayer suit. It is natural that their usage rates outweigh those of other classes. What isn't natural is 800HP units moving at 9 m/s. If they could cloak, I'd agree with you. But given the interaction I described, I'm glad that scouts cannot trivially prey upon the assault class anymore. This was a good change.
I expect Assault usage rates to be higher than all else, but that doesn't mean that we should turn a blind eye to overuse, overperformance or role bleed. 800HP units outrunning 300HP units should not happen. Yet it does. And when it does, cloak makes zero difference.
Give Scouts a cloak that works, and I might agree with you. What we have now is a sad gimmick that is more often a handicap than it is a boon. Newbros can't fit it and many vets won't run it.
Shoot scout with yes.
- Ripley Riley
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DDx77
The Exemplars
200
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Posted - 2015.04.17 19:06:00 -
[59] - Quote
Way off topic....
Nothi
Nova knife winner?
I was under the impression it was Mr Mustard that won
Therefore.............
ARE YOU THE MYTHICAL UNICORN KNOWN AS MR MUSTARD?
May the Dark shine your way
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Adipem Nothi
Nos Nothi
8860
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Posted - 2015.04.17 19:12:00 -
[60] - Quote
DDx77 wrote:Way off topic....
Nothi
Nova knife winner?
I was under the impression it was Mr Mustard that won
Therefore.............
ARE YOU THE MYTHICAL UNICORN KNOWN AS MR MUSTARD? Cap'n Musturd = CEO of the Nos Nothi Nos Nothi = We Bastards Original Bastards = Pre-1.8 Scouts
(not mr musturd, but I did name this meme after his corp)
Shoot scout with yes.
- Ripley Riley
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