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zzZaXxx
XxAMBUSH FTWxX
772
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Posted - 2015.09.23 18:41:00 -
[1] - Quote
I wanted to offer you my suggestions for the coming shield recharge changes for you to consider before you finalize the hotfix, and also offer a few related suggestions for this or the next hotfix. Thanks for your time!
1. First off, I think we should remove shield depleted delay altogether. This will help shield tankers immensely with their timing. In the heat of battle there are of course a lot of things players need to focus on and manage. Delays add one more--a big one!--for shield users. Having two delays makes it really hard to get into a recharge timing rhythm and handicaps shield tankers unnecessarily.
2. If Aeon's proposed changes go through scouts will receive an indirect nerf due to their shield recharge stats remaining static while almost all other suits' recharge will improve, some drastically. Now is not the time to nerf scouts in any way. I play Dust in all modes almost every day and scouts do not hold up when exchanging fire with assaults. They are only effective when cloaking and lurking on the flanks, which is a niche role. They need to maintain a superiority gap in HP recovery. To this effect, I've proposed a shield recharge buff for scouts, shown in the list below.
3. The proposed changes don't help commandos enough. Commandos function as an assault variant and as such need to have their recharge stats brought closer to assaults'. I've proposed stats for them below that slightly buff them over Aeon's stats.
Proposed Shield Recharge Stats: (Shield HP/sec, delay time)
Caldari:
Scout - 55, 2 sec Assault - 45, 3 sec Logistics - 40, 3.5 sec Commando - 40, 4 sec Sentinal - 35, 4.5 sec
Minmatar:
Scout - 50, 2.5 sec Assault - 40, 3.5 sec Logistics - 35, 4 sec Commando - 35, 4.5 sec Sentinal - 30, 5 sec
Gallente:
Scout - 45, 3 sec Assault - 35, 4 sec Logistics - 30, 4.5 sec Commando - 30, 5 sec Sentinal - 25, 5.5 sec
Amarr:
Scout - 40, 3.5 sec Assault - 30, 4.5 sec Logistics - 25, 5 sec Commando - 25, 5.5 sec Sentinal - 20, 6 sec
Finally, I propose that players be enabled to fit damage mods in both high and low slots. This will free shield tankers to dedicate all of their high slots to shield modules, as armor tankers are currently able to do with armor modules in low slots.
Thanks again for your time! I hope this gave you something to think about! |
zzZaXxx
XxAMBUSH FTWxX
779
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Posted - 2015.09.24 06:22:00 -
[2] - Quote
Breakin Stuff wrote:Buffing one thing does not constitute a nerf to scouts.
Scouts and sentinels have the strongest shield regen stats in the game cal side. Why should they not be used as the baseline by which shields are measured?
Claiming that buffing other suits is nerfing scouts is disingenuous. And bluntly it's unliky to be taken seriously.
Hmmm....claiming that making everything else better diminishes the comparative effectiveness of something seems like sound logic to me. Say you go to McDonalds and everything on the dollar menu is now 70 cents...except for the McNuggets. I think the nuggets are at a disadvantage.
The answer to your question "Why?" is that we are playing a game, not a spreadsheet. Raise the floor under scouts and diminish their superiority gap in regards to HP recovery and you have created a situation where scouts now have less of an advantage. Scouts having less of an advantage than they currently have is bad...because even now they have no advantage over assaults, unless you're talking about niche stuff like lurking cloaked with nova knives around outlying points in PC, or running around the edges of fights in pubs picking off stragglers while their team loses. |
zzZaXxx
XxAMBUSH FTWxX
785
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Posted - 2015.09.25 17:37:00 -
[3] - Quote
Adipem Nothi wrote:Breakin Stuff wrote:Actually I don't really care what your take on it is, Adipem. Figured as much. Why would a member of CPM care about player feedback or concerns? @ zzZaXxx Maybe Breakin knows something that we don't know and isn't at liberty to share. Maybe they're taking another whack at Scouts for a good reason; maybe they're paving the way for a huge Scout EWAR buff down the road! That'd make sense, right? But that still doesn't explain why he'd dismiss your feedback as "unlikely to be taken seriously", much less, accuse you of being dishonest. Any theories? I do think throwing out words like "disingenuous" and quibbling over terms is trollish and conflict-oriented. Breakin, now that you're on the CPM I hope you'll drop that sh*t. Leave the trolling to the rest of us.
Having said that...first off let me say Hotfix Foxfour is epic, beautiful, and almost perfect. I am blown. away. KUDOS!!! It looks like it'll balance SO many aspects of the game in one fell swoop.
Having said THAT...look...I don't scout. What I SEE is that I rarely get kills by scouts and I don't see many scouts in battle (though not being seen is their MO). When I do encounter one I usually **** them in the face. Occasionally one will get the drop on me and take me out, almost always when I make the mistake of running far off from the crowd.
Scouts have their advantages but they tend only to pay off in niche roles, i.e. speed hacking/protecting skirmish points that don't have many reds on them, or skirting around the edges of the main body of reds and picking off stragglers and loners.
Right now it seems to me, if you're not trying to fill that limited specialist role, either in PC or in a very organized FW squad, there's no reason at all to run scout over assault, just like there's no reason to ever run commando over assault unless you're specializing in AV or want to run MD, PC, LR, or Sniper Rifle and still have a normal rifle.
The changes to shield recharge give scouts less of an advantage in that area, making their hard mode a little harder. I get that normalizing recharge and delays is one step in a process. For the sake of diversity and more dynamic gameplay (and for those that just really want to run scout) I hope that the next step in the process will include bringing the fringe specialists (scouts and commandos) more into the competitive mainstream. |
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