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gustavo acosta
Capital Acquisitions LLC
1
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Posted - 2015.06.13 14:39:00 -
[91] - Quote
Adipem Nothi wrote: I've killed thousands of mercs with knives on suits other than my MinScout. I run Knives on my CalScout with an ARR; it's a decent loadout; you should try it sometime. I've run knives on my GalScout as well off and on for the past couple years; it isn't bad when paired with AR, Bolt or SMG.
PS: I still play, by the way, though admittedly not as much as I'd like to. Pushing 90M SP and still in the top 100 in global kills (or very close to it).
Scouts, not heavies, not assaults, not logies, not amarr scout. I guess viable on most other frames is right, you know the 3/16 ratio really says it all. "Totally balanced for every suit to enjoy." Goodness I'm gonna puke at the ignorance in this statement, look buddy I don't care about your dumb fits, I know you don't play this game enough if you honestly perpetuate the (stupid) idea that the min scout(or scouts whatever you're suggesting) should be the only suit to use nova knifes.
If you do play the game, and are in fact pushing 90 million sp then run it on an assault, you have to be doing something with all that sp right? I doubt it all went into cores and "scutly bustardnes prof 69."
GimmeDatSuhWeet isk
We found a new pope to teach shield users how to shield tank, all hail pope redblood the 6th
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gustavo acosta
Capital Acquisitions LLC
1
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Posted - 2015.06.13 14:48:00 -
[92] - Quote
Mina Longstrike wrote:[ Oh they're viable on other frames gustavo... just not non-scout frames (aside from the incredibly stupid shotgun / knife min assaults that have popped up recently). I'm relatively okay with this, but I do get really annoyed with how religiously scouts guard the shotgun: rather than having it be a decent 'option' for most/all suits in short range fights, it is relegated strictly to the hands of the scout which is the only suit that has the combination of footspeed and dampening required to make it work. I'm actually fine with the shotgun on my assault gk.0, lord knows I won't run it on my gal scout anymore. Of course it's awful outside the city maps, but nova knives are completely worthless on other frames. Even the fast running min assault with nova knifes are hilariously dumb joke fits.
Dampening isn't really needed anymore, who needs it when you're running at almost 9 m/s with a scan range of 30 m and 700 hp. One precision enhancer and I can see most fits, and the ones I can't see get screwed over because they don't have the hp to compensate, this is all on my gal assault.
GimmeDatSuhWeet isk
We found a new pope to teach shield users how to shield tank, all hail pope redblood the 6th
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.06.13 15:24:00 -
[93] - Quote
gustavo acosta wrote:Adipem Nothi wrote: I've killed thousands of mercs with knives on suits other than my MinScout. I run Knives on my CalScout with an ARR; it's a decent loadout; you should try it sometime. I've run knives on my GalScout as well off and on for the past couple years; it isn't bad when paired with AR, Bolt or SMG.
PS: I still play, by the way, though admittedly not as much as I'd like to. Pushing 90M SP and still in the top 100 in global kills (or very close to it).
Scouts, not heavies, not assaults, not logies, not amarr scout. I guess viable on most other frames is right, you know the 3/16 ratio really says it all. "Totally balanced for every suit to enjoy." Goodness I'm gonna puke at the ignorance in this statement, look buddy I don't care about your dumb fits, I know you don't play this game enough if you honestly perpetuate the (stupid) idea that the min scout(or scouts whatever you're suggesting) should be the only suit to use nova knifes. If you do play the game, and are in fact pushing 90 million sp then run it on an assault, you have to be doing something with all that sp right? I doubt it all went into cores and "scutly bustardnes prof 69." I do hope you'll be able to put away your epeen and try to focus on the topic at hand. Not sure why you're keen on pounding chest; I've well over twice your kills, well over twice your KDR, and I was running Scout suits long before you found your way to the frame while chasing FoTM. If you're able to calm yourself down and pay attention, friend, there is a good chance you might learn something.
Back on Topic:
Nova Knives on a MinScout provide alpha sufficient to insta-gank almost any unit in the game. The fact that MinScouts are extremely squishy and easier to scan than GA/CA Scouts provide mechanical counterbalance to this potent alpha strike. If this same alpha potential could be wielded by higher-hitpoint units, knives would likely become OP. If this same alpha potential were wielded by CA and GA Scouts -- who can duck competitive scans with only one damp -- knives would likely become OP.
Rattati has made it clear that he wishes for all reasonable playstyles to be competitively viable. Speed and stealth-oriented, low-HP playstyles are reasonable playstyles, and the only way that these can compete is through high-risk, high-reward alpha takedown. If high-alpha weaponry is wielded just as effectively by high-HP loadouts, low-HP loadouts become that much less competitive.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Dzago Sevatarion
DUST University Ivy League
21
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Posted - 2015.06.13 15:36:00 -
[94] - Quote
Mina Longstrike wrote:So to address your initial statement about the nova knives and "waaah its wrong for minmatar to use them"... Yes thje caldari make them, we also make a SMG for the minmatar. Caldari are rather mercantile and the ISHUKONE corporation are in fact rather sympathetic to the minmatar - handing over 'Insorum' to the Minmatar republic for free (Insorum is the permanent cure to a disease/toxin the amarr widely use to control their slaves.
Dr. Ullia Hnolku gave away the cure on his own.
https://wiki.eveonline.com/en/wiki/Year_YC107 |
gustavo acosta
Capital Acquisitions LLC
1
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Posted - 2015.06.13 16:30:00 -
[95] - Quote
Adipem Nothi wrote: I do hope you'll be able to put away your epeen and try to focus on the topic at hand. Not sure why you're keen on pounding chest; I've well over twice your kills, well over twice your KDR, and I was running Scout suits long before you found your way to the frame while chasing FoTM. If you're able to calm yourself down and pay attention, friend, there is a good chance you might learn something.
Whose alt is this? How do you only have 23 kills? Don't tell me this is seriously someone's main lol. I don't run fotm, I'm a semi-loyal gallente loyalist that just so happens to also be an omni-soldier. K/d and kills mean shite to me. Playing the game while being on the forums is one of the few things I commend.
Adipem Nothi wrote: Nova Knives on a MinScout provide alpha sufficient to insta-gank almost any unit in the game. The fact that MinScouts are extremely squishy and easier to scan than GA/CA Scouts provide mechanical counterbalance to this potent alpha strike. If this same alpha potential could be wielded by higher-hitpoint units, the risk of knifing would decline and the reward would hold constant; knives would likely become OP. Further, if this same alpha potential were wielded by CA and GA Scouts -- who can duck competitive scans with only one damp -- knives would likely become OP.
Hp and strafe speed of the minmatar scout is the biggest factor in their survivability which is still sizable. There is absolutely no way that nova knives would become OP because of how little range they cover compared to the other sidearms. If they sacrifice their tank for dampening of course they deserve to reap the rewards. Scouts aren't supposed to be weapons specialists, it's made clear by their bonuses.
Adipem Nothi wrote: Rattati has made it clear that he wishes for all reasonable playstyles to be competitively viable. Speed and stealth-oriented, low-HP playstyles are reasonable playstyles, and the only way that these can compete is through high-risk, high-reward alpha takedown. If high-alpha weaponry is wielded just as effectively by high-HP loadouts, low-HP loadouts become that much less competitive.
Why can't medium frames and heavy frames have low hp playstyles? Why do knives have to be restricted to low hp playstyles? I mean in all honesty I haven't seen any low hp suit being competitive anymore, so I think you have a bit of a skewed view of "what Rattati wants," but that's beside the point. I still don't see good reason to disallow nova knives to be viable on regular suits since they're just like every other sidearm except they gimp suits to a 5 meter range. In fact with that in mind, I don't see a reason why they shouldn't be viable on assaults, heavies, and logies.
High hp loadouts normally mean low speed(with the exclusion of the assault anomalies) so even if the knives were viable on them they still would not be viable, except in very specific cqc fights. You're under the assumption that fitting nova knives means that one will actively search specifically for knife kills. They're a sidearm just like every other sidearm in the game, they have advantages and disadvantages, and with this one in particular the disadvantages outweigh the benefits.
A damage buff and minmatar rework would definitely allow knives to be viable on other suits, but in no way impede the ability of the current knife meta to use them, and definitely allow for low hp fits to flourish.
GimmeDatSuhWeet isk
We found a new pope to teach shield users how to shield tank, all hail pope redblood the 6th
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2
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Posted - 2015.06.13 16:36:00 -
[96] - Quote
Dreis ShadowWeaver wrote:DR DEESE NUTS wrote:Lol. Nova knives are plasma and cqc oriented. They are obviously Gallente. Don't know why people think there Caldari. It's literally the opposite of the Caldari doctrine which shoot from long range and make every shot count. Oppose to Gallente which get in close and *****` slap them with loads of damage. I assumed that the Caldari made Nova Knives to be their last resort in a forced CQC situation. I'm also pretty sure that I read somewhere on EVElopedia that the art of knife combat has a special Caldari name, and mastery of which is a requirement for every Commander - or something. They're 100% Caldari. Maybe for some racial distinction we could give Caldari knives lower melee damage but also the ability to be thrown.
Minmatar knives would be all-rounders, more melee damage than Cal but less throw range.
Gallente/Amarr knives strong melee but no throw. Distinguish then through their damage profiles, Amarr weighted to shields and Gal weighted to armor.
Anyway this is off-topic, just some ideas, on-topic post follows.
PSN: RationalSpark
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.06.13 16:51:00 -
[97] - Quote
gustavo acosta wrote: 1. Hp and strafe speed of the minmatar scout is the biggest factor in their survivability which is still sizable.
2. There is absolutely no way that nova knives would become OP because of how little range they cover compared to the other sidearms.
3. Scouts aren't supposed to be weapons specialists, it's made clear by their bonuses.
4. Why can't medium frames and heavy frames have low hp playstyles?
5. I mean in all honesty I haven't seen any low hp suit being competitive anymore, so I think you have a bit of a skewed view of "what Rattati wants," but that's beside the point.
6. A damage buff and minmatar rework would definitely allow knives to be viable on other suits, but in no way impede the ability of the current knife meta to use them, and definitely allow for low hp fits to flourish.
1. It is a fact that MinScout kill/spawn efficiency is currently among the lowest in the game.
2. Prior to falloff, Shotgun efficiency was among the highest of all light weapons despite its severely limited optimal range.
3. The MinScout's racial bonus to Knives is a major talking point in this thread.
4. Because the Base HP of Assault, Commando and Heavy base preclude them from being low-HP units.
5. I seriously doubt that Rattati is happy with the state of King HP. Low-HP playstyles have every right to be competitively viable; the fact that they presently are not is a balance issue. As we speak, there's an open Dev thread on the subject (Speed/eHP Curve).
6. I think it probable that GalScout and CalScout knifers would become overpowered if granted the MinScout's present alpha; their slot configs and racial bonuses permit them to dampen and simultaneously maintain comparatively decent HP. Giving these units better alpha potential would introduce new imbalance.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Varoth Drac
Dead Man's Game
989
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Posted - 2015.06.13 17:02:00 -
[98] - Quote
Mina Longstrike wrote: The minmatar are not concerned in ANY MANNER with actual stealth on their scouts
The Amarr scout is also not concerned in any manner with actual stealth
Thanks for your insights into racial combat doctrines. I just take issue with these two statements.
With the practicalities of using scouts in Dust, there is effectively no reason to use a scout without stealth, with the possible exception of initial speed deploys.
The hp sacrifice a scout makes compared to assaults is far too much to enable a scout to be viable without being off radar, regardless of speed. Due to binary nature of stealth (the enemy either know where you are or don't) there is no room for non-stealth scouts, when translating combat doctrines from EVE to Dust. All scouts must be stealthy. Cloaks are a potential variable, but sufficient dampening is a necessity for all scouts.
The speed of a Minmatar scout is worthless if it appears on Tac-net.
This is one of the major problems with the current scout bonuses. It just doesn't work well if some scouts have lower profiles than others. It's very difficult to balance, as we have seen, either some scouts are too easily damped, or some are too easily scanned.
It may also be relevant that, originally, both Minmatar and Gallente scouts had a bonus to dampening.
Combat doctrines should be translated from EVE as much as is reasonable, without any scout sacrificing dampening. The combination of speed (mobility) and stealth, for the sacrfice in hp, is the defining element of scouts in Dust, regardless of race.
Apidem's efficiency to profile dampeners for all scouts bonus is a good solution. It allows decent stealth for all scouts whilst similtaneously making it more difficult for scouts to avoid scans without fitting any dampeners. |
Varoth Drac
Dead Man's Game
989
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Posted - 2015.06.13 17:09:00 -
[99] - Quote
Adipem Nothi wrote: 6. I think it probable that GalScout and CalScout knifers would become overpowered if granted the MinScout's present alpha; their slot configs and racial bonuses permit them to dampen and simultaneously maintain comparatively decent HP. I'm of the opinion that giving these units better alpha potential would very likely introduce new imbalance.
It's worth remembering that a major thrust of this thread is to give Minmatar scouts equal dampening to Gal and Cal scouts, if the knife bonus was removed. |
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2
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Posted - 2015.06.13 17:15:00 -
[100] - Quote
@ Arirana
Nice work. I'd say you've done a good job of nailing the racial characteristics of the scouts. There's really nothing i want to change here.
Re: Min losing knives but gaining profile damping and melee speed. It's more than a fair trade. Minscouts suffer considerably in their role as scouts from their lack of damping bonus. The melee speed bonus is a more than ample role bonus together with the hacking bonus - its a more-silent charge-up free attack than knives and fits the hacker's role well. Min melee is powerful, especially given the ability to melee from cloak, on top of which the melee focuswill free up that sidearm slot for role flexibility without throwing away the suit's bonuses. It's a fair trade, and in some hands the melee speed bonus + cloak may be considered OP ;)
Also worth remembering is that someday the minscout won't have it's glitchy advantage of being able to move faster that the game can handle. At that point it will become considerably weaker and bonuses may have to be revisited.
Recalibration of Nova Knife damage & progression for STD-ADV-PRO is a win for all suits, but i would definitely want that recalibrated damage to be less than what the minscout generates now. The problem child suit will prolly be the minsault with knives - more hp than scout with high strafe and damps and slots left over.
Re: Ammar active scan exclusion zone: beautiful racial balancing with the GalLogi, love the squad dynamics that creates.
Re: Caldari shared ECM zone bonus: Again, nice balancing against the Galscout.
Re: Galscout shared scan radius bonus: Much better balanced than the godlike GalLogi scan bonus which has no range limitation.
Re: Implementing this in Dust - we need to hear from Rattai if these radial bonii are doable, as well as the active-scan specific Ammar bonus.
PSN: RationalSpark
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gustavo acosta
Capital Acquisitions LLC
1
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Posted - 2015.06.13 17:17:00 -
[101] - Quote
Adipem Nothi wrote: 1. It is a fact that MinScout kill/spawn efficiency is currently among the lowest in the game.
2. Prior to falloff, Shotgun efficiency was among the highest of all light weapons despite its severely limited optimal range.
3. The MinScout's racial bonus to Knives is a major talking point in this thread.
4. Because the Base HP of Assault, Commando and Heavy base preclude them from being low-HP units.
5. I seriously doubt that Rattati is happy with the state of King HP. Low-HP playstyles have every right to be competitively viable; the fact that they presently are not is a balance issue. As we speak, there's an open Dev thread on the subject (Speed/eHP Curve).
6. I think it probable that GalScout and CalScout knifers would become overpowered if granted the MinScout's present alpha; their slot configs and racial bonuses permit them to dampen and simultaneously maintain comparatively decent HP. Giving these units better alpha potential would introduce new imbalance.
1. It's still the most used scout in the game.
2. It's overly used in PC falloff has nothing to do with it, and there's no comparison between them and nova knives.
3. Okay?
4. Low-Hp is relative the TTK of an untanked sentinel and an untanked scout is essentially the same.
5. Why? Of course they do, but they aren't which leads me to believe that Ratatati is in favor of King HP nothing has been put into place to make sure the two stay in balance. In fact there has been a great amount of working against such balance in recent updates.
6. In their current state there's absolutely no way any scout will become overpowered. It's all relative, a min scout can currently tank a decent HP relative to heavies because they actually kill heavies despite taking x amount of damage when the heavy turns around. There's absolutely no way a scout can achieve the speed, reps, tank, stamina, and dampening to paint the narrative you're pushing.
6. N
GimmeDatSuhWeet isk
We found a new pope to teach shield users how to shield tank, all hail pope redblood the 6th
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.06.13 17:20:00 -
[102] - Quote
Varoth Drac wrote:Adipem Nothi wrote: 6. I think it probable that GalScout and CalScout knifers would become overpowered if granted the MinScout's present alpha; their slot configs and racial bonuses permit them to dampen and simultaneously maintain comparatively decent HP. I'm of the opinion that giving these units better alpha potential would very likely introduce new imbalance.
It's worth remembering that a major thrust of this thread is to give Minmatar scouts equal dampening to Gal and Cal scouts, if the knife bonus was removed. Fair point, Varoth. Assuming base profile and base alpha were equalized, I still suspect that GalScout and CalScout knifers would outperform MinScout knifers due to their superior survibility. I'll put together a few comparative fits to demonstrate ...
Shoot scout with yes. - Ripley Riley (for CPM2)
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Varoth Drac
Dead Man's Game
989
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Posted - 2015.06.13 17:21:00 -
[103] - Quote
Adipem Nothi wrote:Varoth Drac wrote:Adipem Nothi wrote: 6. I think it probable that GalScout and CalScout knifers would become overpowered if granted the MinScout's present alpha; their slot configs and racial bonuses permit them to dampen and simultaneously maintain comparatively decent HP. I'm of the opinion that giving these units better alpha potential would very likely introduce new imbalance.
It's worth remembering that a major thrust of this thread is to give Minmatar scouts equal dampening to Gal and Cal scouts, if the knife bonus was removed. Fair point, Varoth. Assuming base profile and base alpha were equalized, I still suspect that GalScout and CalScout knifers would outperform MinScout knifers due to their superior survibility. I'll put together a few comparative fits to demonstrate ... What about Min scout superior speed and stamina, which is supposed to counterbalance the hp and regen difference? |
Varoth Drac
Dead Man's Game
989
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Posted - 2015.06.13 17:33:00 -
[104] - Quote
gustavo acostate wrote: 1. It's still the most used scout in the game.
Gallente scouts are the most used. They are only very rarely dethroned, according to the market data.
Minmatar scouts aren't doing too badly, close behind Gallente scouts, in usage. However, according to Rattati's data, the Min scout has the second worse k/s of all (non-basic) proto suits, after Min logis. |
gustavo acosta
Capital Acquisitions LLC
1
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Posted - 2015.06.13 17:42:00 -
[105] - Quote
Varoth Drac wrote: Gallente scouts are the most used. They are only very rarely dethroned, according to the market data.
Minmatar scouts aren't doing too badly, close behind Gallente scouts, in usage. However, according to Rattati's data, the Min scout has the second worse k/s of all (non-basic) proto suits, after Min logis.
Ooo market data fluctuation, well they were the most used, and honestly that's enough to disregard the rabble about it.
I'm sure that kills per spawn can be mitigated with a buff to profile as the OP suggests, but I don't see a reason why to allow minmatar scouts be the only suit to use nova knives effectively.
GimmeDatSuhWeet isk
We found a new pope to teach shield users how to shield tank, all hail pope redblood the 6th
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.06.13 17:43:00 -
[106] - Quote
Varoth Drac wrote:Adipem Nothi wrote:Varoth Drac wrote:Adipem Nothi wrote: 6. I think it probable that GalScout and CalScout knifers would become overpowered if granted the MinScout's present alpha; their slot configs and racial bonuses permit them to dampen and simultaneously maintain comparatively decent HP. I'm of the opinion that giving these units better alpha potential would very likely introduce new imbalance.
It's worth remembering that a major thrust of this thread is to give Minmatar scouts equal dampening to Gal and Cal scouts, if the knife bonus was removed. Fair point, Varoth. Assuming base profile and base alpha were equalized, I still suspect that GalScout and CalScout knifers would outperform MinScout knifers due to their superior survibility. I'll put together a few comparative fits to demonstrate ... What about Min scout superior speed and stamina, which is supposed to counterbalance the hp and regen difference? Added fits to previous post. I'm of the opinion that stamina regen and slight speed advantage would not prove substantial enough to overcome the Cal/Gal HP advantage.
Shoot scout with yes. - Ripley Riley (for CPM2)
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gustavo acosta
Capital Acquisitions LLC
1
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Posted - 2015.06.13 17:52:00 -
[107] - Quote
whoops brah.
GimmeDatSuhWeet isk
We found a new pope to teach shield users how to shield tank, all hail pope redblood the 6th
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el OPERATOR
Sinq Laison Gendarmes Gallente Federation
1
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Posted - 2015.06.13 17:56:00 -
[108] - Quote
So when do we get to the part that explains why intermittent scans in limited areas is a crutch but permanent tacnet invisibility in all areas isn't?
And Gus, the Apidem guy is Shotty Go Bang.
Open-Beta Vet.
CAPCRO Nomad.
DUST514 is WARFARE, not WAR-FAIR
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Varoth Drac
Dead Man's Game
993
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Posted - 2015.06.13 18:11:00 -
[109] - Quote
Adipem Nothi wrote: Added fits to previous post. I'm of the opinion that stamina regen and slight speed advantage would not prove substantial enough to overcome the Cal/Gal HP advantage.
Hmmmmmmm....... enhanced shields. The Min scout's low PG still needs some jiggery pokery to get round.
I would replace one Kincat on the Min with a codebreaker. However, this makes a fair comparison difficult. So instead how about this:
On Min scout- Swap one shield on the Min scout with a precision enhancer. Swap one kincat for a ferroscale (yes, abhorent I know, bear with me). Replace remaining enhanced shields with complex.
On Gal scout- Swap a shield for a precision. Swap a kincat for a reactive.
Cal scout- Leave the same.
Now we have scouts with much more similar stats. All able to passively scan assaults at long range.
The issue now is, the Gal and Cal scout racial bonuses to EWAR (or cloaks is changed) would benefit their ability to use knives, whereas the Min scout hack bonus doesn't.
The Min scout's natural speed and stamina do help it though. And the hack bonus is awesome anyway. |
Adipem Nothi
Nos Nothi
10
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Posted - 2015.06.13 18:26:00 -
[110] - Quote
Varoth Drac wrote:Adipem Nothi wrote: Added fits to previous post. I'm of the opinion that stamina regen and slight speed advantage would not prove substantial enough to overcome the Cal/Gal HP advantage.
Hmmmmmmm....... enhanced shields. The Min scout's low PG still needs some jiggery pokery to get round. I would replace one Kincat on the Min with a codebreaker. However, this makes a fair comparison difficult. So instead how about this: On Min scout- Swap one shield on the Min scout with a precision enhancer. Swap one kincat for a ferroscale (yes, abhorent I know, bear with me). Replace remaining enhanced shields with complex. On Gal scout- Swap a shield for a precision. Swap a kincat for a reactive. Cal scout- Leave the same. Now we have scouts with much more similar stats. All able to passively scan assaults at long range. The issue now is, the Gal and Cal scout racial bonuses to EWAR (or cloaks is changed) would benefit their ability to use knives, whereas the Min scout hack bonus doesn't. The Min scout's natural speed and stamina do help it though. And the hack bonus is awesome anyway.
These are reasonable, loadouts, Varoth. Fair points. Though let's assume for the sake of argument that some might take the Assault Lite approach, maintaining a single damp to beat competitive permascan (21dB), but fitting max shields and ferroscale (for optimal wiggle):
GalScout - 642HP (2 Cmp Shield, 3 Cmp Ferro) CalScout - 623HP (4 Cmp Shield, 1 Cmp Ferro) MinScout - 495HP (2 Cmp Shield, 1 Enh Shield, 2 Cmp Ferro)
Shoot scout with yes. - Ripley Riley (for CPM2)
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Arirana
Negative-Feedback.
1
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Posted - 2015.06.13 18:30:00 -
[111] - Quote
Varoth Drac wrote:Adipem Nothi wrote: Added fits to previous post. I'm of the opinion that stamina regen and slight speed advantage would not prove substantial enough to overcome the Cal/Gal HP advantage.
Hmmmmmmm....... enhanced shields. The Min scout's low PG still needs some jiggery pokery to get round. I would replace one Kincat on the Min with a codebreaker. However, this makes a fair comparison difficult. So instead how about this: On Min scout- Swap one shield on the Min scout with a precision enhancer. Swap one kincat for a ferroscale (yes, abhorent I know, bear with me). Replace remaining enhanced shields with complex. On Gal scout- Swap a shield for a precision. Swap a kincat for a reactive. Cal scout- Leave the same. Now we have scouts with much more similar stats. All able to passively scan assaults at long range. The issue now is, the Gal and Cal scout racial bonuses to EWAR (or cloaks is changed) would benefit their ability to use knives, whereas the Min scout hack bonus doesn't. The Min scout's natural speed and stamina do help it though. And the hack bonus is awesome anyway. Honestly this issue has been brought up before and previously I've made it known that the min scout is supposed to be the dual tanker race, so having the same armor as the cal scout is inconsistent with that notion, as well as the fact that cal and gal scouts have a base HP advantage of over 15% of the min scouts base hp, and amarr scout has an HP advantage over 25% of the min scouts HP.
The speed bonus the min scout has as a tradeoff doesn't even come close to those figures.
Not to mention the min scout has by far the lowest pg of all of the scouts, which is completely unwarranted.
I suggest giving 5-10 extra armor to the min scout and swapping around 20 base CPU for 4 pg.
The Official Ari QQ Thread
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Cody Sietz
Random Gunz Rise Of Legion.
4
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Posted - 2015.06.13 18:31:00 -
[112] - Quote
I don't know, if your gonna give all suits damps then they should all get a hacking bonus.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Sgt Kirk
Fatal Absolution Negative-Feedback
11
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Posted - 2015.06.13 18:37:00 -
[113] - Quote
What about Caldari scouts getting more bang for their buck out of using cloaks.
Something like, increased duration as well as more more reduced profile while damped. This would would really well with A. Nothi's idea of scout overhaul.
Plus it makes lore nuts like me happy that all T scouts have an appropriate bonus.
Gallente in DUST are about Passive stealth tanking While Caldari are active stealth tankers.
And its reversed when it comes to scanning.
TUNNEL SNAKES RULE!
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Mina Longstrike
Kirjuun Heiian
3
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Posted - 2015.06.13 18:44:00 -
[114] - Quote
Varoth Drac wrote:Mina Longstrike wrote: The minmatar are not concerned in ANY MANNER with actual stealth on their scouts
The Amarr scout is also not concerned in any manner with actual stealth
Thanks for your insights into racial combat doctrines. I just take issue with these two statements. With the practicalities of using scouts in Dust, there is effectively no reason to use a scout without stealth, with the possible exception of initial speed deploys. The hp sacrifice a scout makes compared to assaults is far too much to enable a scout to be viable without being off radar, regardless of speed. Due to binary nature of stealth (the enemy either know where you are or don't) there is no room for non-stealth scouts, when translating combat doctrines from EVE to Dust. All scouts must be stealthy. Cloaks are a potential variable, but sufficient dampening is a necessity for all scouts. The speed of a Minmatar scout is worthless if it appears on Tac-net. This is one of the major problems with the current scout bonuses. It just doesn't work well if some scouts have lower profiles than others. It's very difficult to balance, as we have seen, either some scouts are too easily damped, or some are too easily scanned. It may also be relevant that, originally, both Minmatar and Gallente scouts had a bonus to dampening. Combat doctrines should be translated from EVE as much as is reasonable, without any scout sacrificing dampening. The combination of speed (mobility) and stealth, for the sacrfice in hp, is the defining element of scouts in Dust, regardless of race. Apidem's efficiency to profile dampeners for all scouts bonus is a good solution. It allows decent stealth for all scouts whilst similtaneously making it more difficult for scouts to avoid scans without fitting any dampeners.
Quite a bit of what you've said here is fair, but I do not necessarily think it is entirely correct.
While it is true that stealth is one of the objectives of being a scout, I do not believe that all scouts need to be equally stealthy as they have different goals in mind. Yes the minmatar and amarr want to go largely unnoticed by the 'bigger' suits but that doesn't mean that they also want (or need!) to go unnoticed by other light frames. Essentially while stealth is a priority of [scout] it is not necessarily a priority of [minmatar] / [amarr]... If this were an RPG on a scale of 1-10, being a scout would give say a +5 modifier to stealth, and being gal or cal would further give a +2 and then +1 for each profile damp fitted, where being amarr or min would only get that +5 modifier to stealth.
It is also patently untrue that if you're seen you're worthless as a scout. It usually requires you to re-evaluate things and minscouts high speed allows them plenty of opportunities to GTFO.
In regards to the dampening bonus, that was long before cloaking devices existed and even then the gallente scout was WILDLY better than the minscout.
Sacrificing dampening for big gains in other areas is entirely okay. I'm fine with scouts as they are as there is a lot of fun interplay between them. You get to be invisible from the vast majority of things by fitting two complex damps. It sounds like some of this is meta-specific griping in regards to assaults being better than most suits because reasons and thus being very FOTM, assaults are going to receive some tweaks, as will logi's and hopefully commandos. If scouts are still underperforming then maybe we'll need to take a look at them, but I do not ever want to go back to scouts (particularly gal & cal) ruling dust 514 and absolutely no other suit being worth it.
I don't think adipems change actually does anything meaningful except punishes people who don't fit damps (and undamped play does still have some place in dust), it just shuffles numbers around in a make-work kind of way.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.06.13 18:45:00 -
[115] - Quote
Sgt Kirk wrote:What about Caldari scouts getting more bang for their buck out of using cloaks.
Something like, increased duration as well as more more reduced profile while damped. This would would really well with A. Nothi's idea of scout overhaul.
Plus it makes lore nuts like me happy that all T scouts have an appropriate bonus.
Gallente in DUST are about Passive stealth tanking While Caldari are active stealth tankers.
And its reversed when it comes to scanning. Thanks, Kirk! An increased active damp bonus would have to be substantial to make a meaningful difference. Assuming Arirana's figures, all single damped Scouts would share Scan Profile of 20dB. The next number to beat on the EWAR interplay scale is 15dB. The CalScout active damp bonus to cloak would have to be +30% to duck this tier; this seems high. It'd be sufficiently high to permit a cloaked CalScout to beat competitive scans without using any damps at all. This makes me uncomfortable balance-wise.
Why not reduce the affect of cloakblind instead?
Say, instead of a range reduction of 85% while cloaked, set the CalScout's racial bonus to cloakblind of 45%? This figure was pulled from arse, but you get the idea.
Shoot scout with yes. - Ripley Riley (for CPM2)
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knight guard fury
Sebiestor Field Sappers Minmatar Republic
1
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Posted - 2015.06.13 18:46:00 -
[116] - Quote
Georgia Xavier wrote:Makuta Miserix wrote:Remove the NK bonus from the MinScout? Not too sure I appreciate what you're saying there. It's the Caldari's in the first place. So basically you're taking pride from borrowed power give us minmatar knives then or gives us the equivalent power in melee. one way or another the minmatar scout needs someting to be the funnest assassin of all the scouts.
Kin of the Vherokior tribe
I'm a pure minmatar loyalist
I discuss things based on EVE lore.
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knight guard fury
Sebiestor Field Sappers Minmatar Republic
1
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Posted - 2015.06.13 18:49:00 -
[117] - Quote
on second thought, what if the minmatar had a damage bonus to myo's, like 5 or 10% or something?
Kin of the Vherokior tribe
I'm a pure minmatar loyalist
I discuss things based on EVE lore.
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.06.13 18:50:00 -
[118] - Quote
knight guard fury wrote:Georgia Xavier wrote:Makuta Miserix wrote:Remove the NK bonus from the MinScout? Not too sure I appreciate what you're saying there. It's the Caldari's in the first place. So basically you're taking pride from borrowed power give us minmatar knives then or gives us the equivalent power in melee. one way or another the minmatar scout needs someting to be the funnest assassin of all the scouts. Melee HD is far less reliable than that of knives. I personally wouldn't advocate or support a melee bonus. Perhaps something else, but not melee.
Shoot scout with yes. - Ripley Riley (for CPM2)
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knight guard fury
Sebiestor Field Sappers Minmatar Republic
1
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Posted - 2015.06.13 18:52:00 -
[119] - Quote
Adipem Nothi wrote:knight guard fury wrote:Georgia Xavier wrote:Makuta Miserix wrote:Remove the NK bonus from the MinScout? Not too sure I appreciate what you're saying there. It's the Caldari's in the first place. So basically you're taking pride from borrowed power give us minmatar knives then or gives us the equivalent power in melee. one way or another the minmatar scout needs someting to be the funnest assassin of all the scouts. Melee HD is far less reliable than that of knives. I personally wouldn't advocate or support a melee bonus. Perhaps something else, but not melee. flaylock and smg bonus?
Kin of the Vherokior tribe
I'm a pure minmatar loyalist
I discuss things based on EVE lore.
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.06.13 18:55:00 -
[120] - Quote
knight guard fury wrote:Adipem Nothi wrote:knight guard fury wrote:Georgia Xavier wrote:Makuta Miserix wrote:Remove the NK bonus from the MinScout? Not too sure I appreciate what you're saying there. It's the Caldari's in the first place. So basically you're taking pride from borrowed power give us minmatar knives then or gives us the equivalent power in melee. one way or another the minmatar scout needs someting to be the funnest assassin of all the scouts. Melee HD is far less reliable than that of knives. I personally wouldn't advocate or support a melee bonus. Perhaps something else, but not melee. flaylock bonus? I know some guys who'd really like that one :-)
How 'bout a very slight increase to movement speed while NKs are equipped? This would allow MinScouts to remain NK Ninja #1 and would reinforce their viability as speedsters.
It'd have to be pretty slight; something like 2% to 3% per level.
Shoot scout with yes. - Ripley Riley (for CPM2)
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