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Ice Royal Glantix
PIanet Express Smart Deploy
138
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Posted - 2015.06.02 15:17:00 -
[1] - Quote
Some time ago Range amplifiers received a rather large downgrade in effectiveness and were rendered near useless. This nerf also occurred at the exact same time that the passive scan circles were implemented, and at the same time that Cloak Fields were changed to reduce your passive scan radius while cloaked.
This three-fold nerf (mainly to scouts) has gone slightly too far, in my opinion, and I feel that we can safely buff Range Amplifiers. Don't get me wrong, the old Range Amplifiers were way too powerful, but there is some room for improvement.
Let's look at the numbers.
Currently, Range Amps grant a 5%, 10%, and 15% increase to your passive scan radius at standard, advanced, and prototype level respectively. On a Proto Caldari Scout with level 5 Range Amplification, a single Range Amplifier grants 6.75 extra meters of range. This is on the suit with the largest scan radius. Other suits gain even smaller benefits. Logistics suits gain 5.625 meters, Sentinels gain 3.375 meters, and everything else gains 4.5 meters.
This is only looking at prototype modules. If we were to look at the basic modules used by people with basic skills, we would see increase of a single meter on most suits.
I'm not asking for a large buff; I would just like to see a 5% increase to all Range Amplifiers. At best this would grant an extra 9 meters to a Caldari Scout's passive scan radius.
TL;DR
Current Range Amplifiers: Basic +5% Advanced +10% Prototype +15%
Proposed Range Amplifiers: Basic +10% Advanced +15% Prototype +20%
Sincerely, Glantix / Ice
"Solitude is not a burden; it is a gift, for independence allows us to realize our own potential."
Glantix / Ice
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Oswald Rehnquist
1
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Posted - 2015.06.02 16:09:00 -
[2] - Quote
really the only thing about passives that is even semi reliable is the second ring, which for cal scouts its about 22 and logis is 18. A 5% increase isn't going to mean much, they might as well just combine them with prec mods.
Below 28 dB
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Melchiah ARANeAE
The Unholy Legion Of DarkStar DARKSTAR ARMY
642
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Posted - 2015.06.02 16:29:00 -
[3] - Quote
They definitely went overboard when nerfing passive scan, especially range amps. They also need to swap the range stats for logis and scouts. Who thought it would be a good idea to give suits dedicated to scanning worse scan range stats than a suit designed to carry equipment?
We want cake and tea.
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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.06.02 18:14:00 -
[4] - Quote
Id say this is a good step in the right direction. With the scanning changes they needed a reduction but they got smashed with the nerf hammer.
10/15/20% seems perfectly reasonable and can still be increased further if necessary.
+1
Alt of Halla Murr. Sentinel.
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Ice Royal Glantix
PIanet Express Smart Deploy
139
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Posted - 2015.06.02 18:24:00 -
[5] - Quote
Oswald Rehnquist wrote:really the only thing about passives that is even semi reliable is the second ring, which for cal scouts its about 22 and logis is 18. A 5% increase isn't going to mean much, they might as well just combine them with prec mods.
I don't want to see them get buffed too much. The 80m Caldari Scout passives were absolutely ridiculous. I understand that this is nowhere near the 45% they once were, but it is still a fair yet significant increase. 20% would allow A CalScout to achieve just over 60m with 2 Range Amps, and I feel like that is a fairly good place to have it. 25% is where I would probably draw the line, as that pushes the CalScout to over 65m, which covers the effective ranges of many weapons.
If there is ever a need to buff them further, we can. We don't want to over buff them just to have to nerf them again.
Melchiah ARANeAE wrote:They definitely went overboard when nerfing passive scan, especially range amps. They also need to swap the range stats for logis and scouts. Who thought it would be a good idea to give suits dedicated to scanning worse scan range stats than a suit designed to carry equipment?
I like the Logi's passive scans as they are, it definitely reinforces the idea of the Logi being a support role. Scouts tend to use their passive scans to assist their slaying capabilities, so they don't need to be too high. Don't forget the CalScout would have a natural 56.25m passive scan radius with maxed skills if the swap you mentioned occurred, and that is far too much.
"Solitude is not a burden; it is a gift, for independence allows us to realize our own potential."
Glantix / Ice
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Ice Royal Glantix
PIanet Express Smart Deploy
141
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Posted - 2015.06.03 04:32:00 -
[6] - Quote
I understand the devs are busy, but if you could consider this, Rattati, that would be greatly appreciated. It doesn't seem like it would be difficult to throw in whith Power Cores and the Logistics changes.
Could we have some sign of confirmation whether or not this may happen?
Sincerely, Glantix / Ice
"Solitude is not a burden; it is a gift, for independence allows us to realize our own potential."
Glantix / Ice
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Oswald Rehnquist
1
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Posted - 2015.06.03 04:38:00 -
[7] - Quote
Ice Royal Glantix wrote:Oswald Rehnquist wrote:really the only thing about passives that is even semi reliable is the second ring, which for cal scouts its about 22 and logis is 18. A 5% increase isn't going to mean much, they might as well just combine them with prec mods. I don't want to see them get buffed too much. The 80m Caldari Scout passives were absolutely ridiculous. I understand that this is nowhere near the 45% they once were, but it is still a fair yet significant increase. 20% would allow A CalScout to achieve just over 60m with 2 Range Amps, and I feel like that is a fairly good place to have it. 25% is where I would probably draw the line, as that pushes the CalScout to over 65m, which covers the effective ranges of many weapons.
Again, the second ring is literally the only ring even remotely worth anything. A non modded third ring will not even pick up a non modded assault.
The difference between an unaided cal scout and an unaided cal assault in picking up another assault suit on tacnet would be 7 meters, which is a little less than shotgun range. This happens on the second ring for both suits. So at their base their effectiveness is rather similar.
Now, what if I said that 65 m is useless range value?
In city maps, 30 is sufficient to give one a heads up and advantage where your normal awareness is obscured by obstacles, where 65 (even with a non impotent third ring) wouldn't add a whole lot more for the trade off for complete vulnerability to others passive scans and scanners and less ehp. With open spaces / trenches, killing is very common in the range of 70-90 m with all the power creeping, which makes that 65 m pointless in that scenario, the old values were powerful because its distance out ranged rifles. In short its kind of like dampening, if the enemy has a prec of 30, having a db score of 31 or 51 doesn't really matter, you still get picked off, and you are relying on good old fashion awareness like any player should.
That being said, I'm not saying increase it to make it surpass rifle ranges. I'm just pointing out that your % buff is a pointless and useless buff. No cal scout or anyone for that matter would run 2 range amps even with the proposed buff.
Which is why I think to just merge prec and range into a single high mod slot or just leave it as is and just pretend range amps don't exist. long range scanning in cities is nice but not needed for what you trade off, the next bump in utility is only achieved past rifle ranges. To keep range amps from being useful in the open, we can't fix range amps without having to make the cal scout bonus completely irrelevant, and you can't make range amps useful without surpassing that threshold of outside/open usefulness on cal scouts.
Even if we just changed the cal scout bonus, the biggest tell sign though is that scouts don't even find the range amps useful for trying to expand that second ring, meaning they don't value ewar past dampening for scanners, as the second ring has its one small niche already and with the third ring useless, range amps don't really have a purpose. Scanners are just safer and easier to field without having to dedicate all your slots to one function.
Below 28 dB
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RedBleach LeSanglant
Molon Labe. RUST415
837
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Posted - 2015.06.03 05:10:00 -
[8] - Quote
Oswald Rehnquist wrote:Ice Royal Glantix wrote:Oswald Rehnquist wrote:really the only thing about passives that is even semi reliable is the second ring, which for cal scouts its about 22 and logis is 18. A 5% increase isn't going to mean much, they might as well just combine them with prec mods. I don't want to see them get buffed too much. The 80m Caldari Scout passives were absolutely ridiculous. I understand that this is nowhere near the 45% they once were, but it is still a fair yet significant increase. 20% would allow A CalScout to achieve just over 60m with 2 Range Amps, and I feel like that is a fairly good place to have it. 25% is where I would probably draw the line, as that pushes the CalScout to over 65m, which covers the effective ranges of many weapons. Again, the second ring is literally the only ring even remotely worth anything. A non modded third ring will not even pick up a non modded assault. The difference between an unaided cal scout and an unaided cal assault in picking up another assault suit on tacnet would be 7 meters, which is a little less than shotgun range. This happens on the second ring for both suits. So at their base their effectiveness is rather similar. Now, what if I said that 65 m is useless range value? In city maps, 30 is sufficient to give one a heads up and advantage where your normal awareness is obscured by obstacles, where 65 (even with a non impotent third ring) wouldn't add a whole lot more for the trade off for complete vulnerability to others passive scans and scanners and less ehp. With open spaces / trenches, killing is very common in the range of 70-90 m with all the power creeping, which makes that 65 m pointless in that scenario, the old values were powerful because its distance out ranged rifles. In short its kind of like dampening, if the enemy has a prec of 30, having a db score of 31 or 51 doesn't really matter, you still get picked off, and you are relying on good old fashion awareness like any player should. That being said, I'm not saying increase it to make it surpass rifle ranges. I'm just pointing out that your % buff is a pointless and useless buff. No cal scout or anyone for that matter would run 2 range amps even with the proposed buff. Which is why I think to just merge prec and range into a single high mod slot or just leave it as is and just pretend range amps don't exist. long range scanning in cities is nice but not needed for what you trade off, the next bump in utility is only achieved past rifle ranges. To keep range amps from being useful in the open, we can't fix range amps without having to make the cal scout bonus completely irrelevant, and you can't make range amps useful without surpassing that threshold of outside/open usefulness on cal scouts. Even if we just changed the cal scout bonus, the biggest tell sign though is that scouts don't even find the range amps useful for trying to expand that second ring, meaning they don't value ewar past dampening for scanners, as the second ring has its one small niche already and with the third ring useless, range amps don't really have a purpose. Scanners are just safer and easier to field without having to dedicate all your slots to one function.
That makes me sad... the claim is accurate.
The Logi Code. Creator, Believer, Follower
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Ice Royal Glantix
PIanet Express Smart Deploy
144
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Posted - 2015.06.03 15:17:00 -
[9] - Quote
Oswald Rehnquist wrote: A well thought out post filled with legitimate and logical arguments.
I understand what you are saying, but it would be easy to overbuff these things.
You also don't take into consideration the use of precision enhancers. With one precision enhancer, that last ring is capable of picking up any undampened medium frame. At 60-65m, that is enough to give any player, no matter how oblivious, a significant warning that allows him to react, re-position, and control the engagement. Despite what you say, I could argue that most killing occurs at under 60m, but I guess that depends on where you typically fight.
Scouts don't need another defense to help them while they are in the open, that is what the cloak is for. The small buff for the Range Amps would be enough for me to consider running them over Dampeners, without making them outright broken.
Finally, don't forget that we can always buff them further if this is not enough. I would rather see something buffed in small step rather than put that thing in a position where it has to be nerfed.
I'd prefer to advocate for a smaller buff, as it increases the chances of the devs considering it.
That concludes my arguments.
Sincerely, Glantix / Ice
"Solitude is not a burden; it is a gift, for independence allows us to realize our own potential."
Glantix / Ice
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THUNDERGROOVE
Fatal Absolution Negative-Feedback
1
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Posted - 2015.06.03 18:16:00 -
[10] - Quote
Multiplying small numbers by small ratios isn't worth it especially on suits with only 2-4 slots of that type to spare. I don't see why it wouldn't be safe to tweak them back to the original 45%.
It needs to be worthwhile to use only one. Which a 20% range amp wouldn't be on any suit except a Caldari scout. Not only that but it makes the STD and ADV even more useless than PRO.
The guy stacking 3 isn't a problem. They're sacrificing all of their tank for that, good for them.
5 meters is laughable when over 3/4ths of the suits in the game can close that gap in under a second.
Must I even chime in how brokenly over powered the Gallente logistics is in comparison? NOTHING beats scanning 180 degrees out to 200M at 28db
The cup is not half empty as pacifists sayyyyyyyyy
AIV member.
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Francois Sanchez
Prima Gallicus
482
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Posted - 2015.06.03 20:17:00 -
[11] - Quote
I was thinking to something completely different as the problem that caused that crazy nerf is the short scan precision. If you make range amplifiers decent with the current system, you're gonna see scouts with 10dB scan at 15m, which is completely broken.
Range amplifiers need to be changed. I have two ideas : - Give different bonuses for the different scans, for example a proto amp would increase the short range by 10%, the mid range by 15% and the long range by 20%. I threw the numbers without thinking what's important is the global idea.
Another solution would be to give fixed bonuses like HP mods, that would make amps useful for suits with a poor scan range without making Cal scouts and logis too good. You could have for example +10 meters to total range per mod, with stacking penalties to prevent excessive scan ranges. That could be +10, +8, +5, +2,.... which means +25 meters if you really want to stack, while having only one is still worthy on any suit. |
Ice Royal Glantix
PIanet Express Smart Deploy
147
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Posted - 2015.06.04 18:21:00 -
[12] - Quote
Francois Sanchez wrote:Another solution would be to give fixed bonuses like HP mods, that would make amps useful for suits with a poor scan range without making Cal scouts and logis too good. You could have for example +10 meters to total range per mod, with stacking penalties to prevent excessive scan ranges. That could be +10, +8, +5, +2,.... which means +25 meters if you really want to stack, while having only one is still worthy on any suit. This idea is actually pretty interesting, but I do have one problem with it.
I feel like E-War modules should have the greatest benefit for the suits with naturally high E-War capabilities. This system that you have proposed would be of greatest benefit to Sentinels, and of least benefit to Logis and CalScouts, the prime choices for E-War support.
That being said, I think this system would be a great backup if a percentage cannot be agreed on.
Thanks for the feedback and interest idea.
Keep them coming guys. Glantix / Ice
"Solitude is not a burden; it is a gift, for independence allows us to realize our own potential."
Glantix / Ice
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Talos Vagheitan
Ancient Exiles.
1
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Posted - 2015.06.04 18:46:00 -
[13] - Quote
Here's what I would do.
Basic - +10% Range, -5% Precision
ADV - +15% Range, -10% Precision
PRO - + 25% Range, -15% Precision.
EDIT: For stacking penalties, the positive stats would suffer penalties similar to damage mods, while the included Precision penalty would be stacked completely.
Numbers are debatable, but my basic idea is range amps will work much better, but that increased range comes at the cost of precision. Meaning you'd have to combine them to make them very effective, just like shield extenders.
!--CCP, let's push for the license of Dust on both current Gen consoles--!
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Ice Royal Glantix
PIanet Express Smart Deploy
149
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Posted - 2015.06.05 18:57:00 -
[14] - Quote
Talos Vagheitan wrote:Here's what I would do.
Basic - +10% Range, -5% Precision
ADV - +15% Range, -10% Precision
PRO - + 25% Range, -15% Precision.
EDIT: For stacking penalties, the positive stats would suffer penalties similar to damage mods, while the included Precision penalty would be stacked completely.
Numbers are debatable, but my basic idea is range amps will work much better, but that increased range comes at the cost of precision. Meaning you'd have to combine them to make them very effective, just like shield extenders. I am very opposed to this. The idea is to make Range Amps appealing, not even more useless. The penalty would completely ruin the point of running them, especially on the CalScout, which lacks a natural precision bonus.
"Solitude is not a burden; it is a gift, for independence allows us to realize our own potential."
Glantix / Ice
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DJINN Jecture
Templar of the Glowing Blade
405
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Posted - 2015.06.06 03:17:00 -
[15] - Quote
Buff +1 They are currently useless in the complex version and only their only purpose is to take PG and CPU in the basic and adv version
-ç +æ+Ä ß+¦ß¦+Gé¦ß+¡ !!!
ߦäߦâ-à
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CommanderBolt
KILL-EM-QUICK Rise Of Legion.
3
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Posted - 2015.06.06 04:36:00 -
[16] - Quote
Yea, I totally dont mind most of the changes they did to scanning but the range amp's did get nerfed too hard.
Typical CCP swinging the nerf bat around like heavy handed demolition wrecking crews...
"Madness how we turned our common-ground into a battle-ground.." - Essa
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.06.06 09:49:00 -
[17] - Quote
I personally believe that range mods should give a flat number value addition
Like 5m/10m/15m
With the cloak detection nerfs it's not going to break as much as it could otherwise.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.06.06 14:26:00 -
[18] - Quote
Talos Vagheitan wrote:+% Range, -% Precision
Numbers are debatable, but my basic idea is range amps will work much better, but that increased range comes at the cost of precision. Meaning you'd have to combine them to make them very effective, just like shield extenders. No, not unless the penalties are as small as Shield Extender penalties.
Alt of Halla Murr. Sentinel.
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Ice Royal Glantix
Dead Man's Game
172
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Posted - 2015.06.07 06:18:00 -
[19] - Quote
Kallas Hallytyr wrote:Talos Vagheitan wrote:+% Range, -% Precision
Numbers are debatable, but my basic idea is range amps will work much better, but that increased range comes at the cost of precision. Meaning you'd have to combine them to make them very effective, just like shield extenders. No, not unless the penalties are as small as Shield Extender penalties. Even then that would be unnecessary.
There shouldn't be any penalties to a module that is still very underpowered, and if Range Amps were to gain a penalty, then all E-War modules should gain a penalty.
Let's just stick to making E-War useful again.
"Solitude is not a burden; it is a gift, for independence allows us to realize our own potential."
Glantix / Ice
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DJINN Jecture
Templar of the Glowing Blade
408
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Posted - 2015.06.07 06:51:00 -
[20] - Quote
Talos Vagheitan wrote:Here's what I would do.
Basic - +10% Range, -5% Precision
ADV - +15% Range, -10% Precision
PRO - + 25% Range, -15% Precision.
EDIT: For stacking penalties, the positive stats would suffer penalties similar to damage mods, while the included Precision penalty would be stacked completely.
Numbers are debatable, but my basic idea is range amps will work much better, but that increased range comes at the cost of precision. Meaning you'd have to combine them to make them very effective, just like shield extenders. I think that you are suggesting rather high penalties, putting a precision penalty on a range mod would be ridiculous while just putting a stacking penalty against range bonus 5% reduced per additional mod would be beneficial.
-ç +æ+Ä ß+¦ß¦+Gé¦ß+¡ !!!
ߦäߦâ-à
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Ice Royal Glantix
Dead Man's Game
172
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Posted - 2015.06.08 15:03:00 -
[21] - Quote
Due to the debate over the Range Amp buff, I would like to call a vote on how much we want the Range Amps buffed.
Below this are three posts, each with a different proposal for what the Range Amps could be.
I am asking everyone who sees this to like one of the three posts below, that way I can determine what the public wants in terms of a buff. No, this is not a like farm; this is just the most simple, albeit crude, way of setting up a voting system.
"Solitude is not a burden; it is a gift, for independence allows us to realize our own potential."
Glantix / Ice
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Ice Royal Glantix
Dead Man's Game
172
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Posted - 2015.06.08 15:03:00 -
[22] - Quote
Proposal 1:
Bsc: +10% Adv: +15% Pro: +20%
"Solitude is not a burden; it is a gift, for independence allows us to realize our own potential."
Glantix / Ice
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Ice Royal Glantix
Dead Man's Game
172
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Posted - 2015.06.08 15:04:00 -
[23] - Quote
Proposal 2:
Bsc: +10 Adv: +20 Pro: +30
"Solitude is not a burden; it is a gift, for independence allows us to realize our own potential."
Glantix / Ice
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Ice Royal Glantix
Dead Man's Game
172
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Posted - 2015.06.08 15:05:00 -
[24] - Quote
Proposal 3:
Bsc: +20% Adv: +35% Pro: +50%
"Solitude is not a burden; it is a gift, for independence allows us to realize our own potential."
Glantix / Ice
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Ice Royal Glantix
PIanet Express Smart Deploy
184
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Posted - 2015.06.09 14:54:00 -
[25] - Quote
Is something unclear about the voting system? Or are people just too lazy to do anything?
"Solitude is not a burden; it is a gift, for independence allows us to realize our own potential."
Glantix / Ice
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D3LTA Blitzkrieg II
0uter.Heaven
304
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Posted - 2015.06.09 16:44:00 -
[26] - Quote
I think range amps and precision enhancers are both vastly overshadowed by active scanners. Not sure that meta will change any time soon.
Running out of fuks to give
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Lynn Beck
Delta Vanguard 6
2
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Posted - 2015.06.09 19:57:00 -
[27] - Quote
Proposal 4:
Bsc: +20% Adv: +30% Pro: +40%
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation'
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Ice Royal Glantix
PIanet Express Smart Deploy
184
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Posted - 2015.06.10 18:19:00 -
[28] - Quote
It'd be nice if this could get some attention, both from the developers and from the community.
"Solitude is not a burden; it is a gift, for independence allows us to realize our own potential."
Glantix / Ice
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1
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Posted - 2015.06.10 19:16:00 -
[29] - Quote
The following should be done.
Lock inner rings to 5meters for EVERY suit. This never changes from Range Amps.
Have Range Amps affect the mid/outer ranges by a set number of meters (as another pointed out). Range amps don't work well % wise given the vast differences in suits and the relative small incremental changes one will give you.
Some rough number for Basic/Adv/Proto could be 5m/9m/15m
Edit: If you hate the set ranges or it's to hard to code then just lock the inner ring to 5meters to prevent OP inner rings and use the old % values for mid/outer rings.
Overlord of Broman
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Ice Royal Glantix
PIanet Express Smart Deploy
184
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Posted - 2015.06.11 15:03:00 -
[30] - Quote
I have said this before, but I would like the Range Amps to give a percentage bonus, as that would make them more useful on the suits designed to use them than on the suits that are not. However, if a percentage cannot be agreed on, of if the developers believe a flat bonus would be better, I will not complain.
"Solitude is not a burden; it is a gift, for independence allows us to realize our own potential."
Glantix / Ice
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