emm kay
Direct Action Resources
325
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Posted - 2015.06.13 06:30:00 -
[1] - Quote
Adipem Nothi wrote:Assuming all else is held constant:
* Reduce backpedal speed by another 5% to 10% (or) fit units to a Speed/HP curve * Increase cloak active damp bonus from 0-5-10 to 10-15-20 * Reduce cloak opacity when viewed from range, when standing still and when crouched * Set falloff inner rings to a fixed 5m-7m (all classes), then restore Range Amps to +45% What this tells me: * make shotguns and novas more effective. *make us seem stealthier *make the scout more invisibly *make it so that on top of all of that, we can't see **** untill we're in optimal range of the shotgun.
In short: no. i support nothing but the second star.
There is a reason you never see me in battle.
it's because I see you first.
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emm kay
Direct Action Resources
325
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Posted - 2015.06.14 03:31:00 -
[2] - Quote
One Eyed King wrote: This very much seems to be a significant twisting of words...
Are you going to tell CCP Rattati that you think the Speed/HP curve is merely a means of making shotgun/knifing scouts OP? That is just completely irrational.
What is wrong with making low HP suits in a game that, above all, prizes HP more viable with reasonable adjustments? The cloak is in a place now where it cannot be abused in combat, given the delay and blindness.
You already likely can't see squat until you are in SG's optimal range... All the inner circle change does is take a nerf that was necessary to Range Amps unnecessary so that Range Amps are a viable module again.
If you want to be taken seriously, perhaps you should do a little less extreme spinning of suggestions and use a bit more explanation with salient qualitative and quantitative points.
range amps are still very viable, they are used by many a logi. i don't support that because there is no way that CCP should ever require a module to be fit in order to be effective at the task in which the suit resides.
And yes, to an extent. Speed/hp curve is a broken thought process. It should really be int F(Speed)dhp, that is, the area under the speed curve with respect to hp. Ccp is using an inverse equation for speed/hp, which means that the burden of diminishing returns is put on speed. This, combined with module stacking penalties, make speed tanking a horrible idea. Aside from that, it also tells us how the reward of having a long range weapon diminishes with speed.
There is a reason you never see me in battle.
it's because I see you first.
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