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Thread Statistics | Show CCP posts - 14 post(s) |
Echo 1991
Corrosive Synergy No Context
941
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Posted - 2015.09.24 13:29:00 -
[1] - Quote
Loving the look of the hotfix, but it's missing the ion pistol skill change (I know it's probably low down but I need that PG reduction)
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Echo 1991
Corrosive Synergy No Context
941
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Posted - 2015.09.24 15:51:00 -
[2] - Quote
CCP Rattati wrote:Asad Thahab-Jabal wrote:Rattati,
Is the new Gallente and Caldari dropsuit command bonuses replacing the current bonuses?
Or are they in addition to the current bonuses? in addition What about that ion pistol skill though? (If this is beginning to irk you i will stop, I've just wanted it changed since you guys changed the sidearms that time)
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Echo 1991
Titans of Phoenix Damage LLC
944
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Posted - 2015.09.26 01:08:00 -
[3] - Quote
Booby Tuesdays wrote:I will never understand why a few of the popularity contest winners (CPM2) pushed for shield buffs to armor suits under the veil of "linearity". Things could still have been very linear with the armor and shield suits separated by more than just a second or two. Getting all the dropsuits on the same page in regards to not having numbers all over the place, sure. Buffing the recharge and delay of armor based suits? No entiendo. It's not like they have the same recharge rate or shield Hp to begin with. It's hardly gonna make armour suits better cos why would I want 300+ Shields on my armour suit and no damage mods? Cos it recharges slightly quick than before? Id rather have more DPS.
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Echo 1991
Titans of Phoenix Damage LLC
945
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Posted - 2015.09.26 02:10:00 -
[4] - Quote
Booby Tuesdays wrote:Echo 1991 wrote:Booby Tuesdays wrote:I will never understand why a few of the popularity contest winners (CPM2) pushed for shield buffs to armor suits under the veil of "linearity". Things could still have been very linear with the armor and shield suits separated by more than just a second or two. Getting all the dropsuits on the same page in regards to not having numbers all over the place, sure. Buffing the recharge and delay of armor based suits? No entiendo. It's not like they have the same recharge rate or shield Hp to begin with. It's hardly gonna make armour suits better cos why would I want 300+ Shields on my armour suit and no damage mods? Cos it recharges slightly quick than before? Id rather have more DPS. The new values for the Gal Logi are now higher than the Min Logi have ever been. On what planet does that make sense? No they aren't. Check your numbers before you talk crap.
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Echo 1991
Titans of Phoenix Damage LLC
945
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Posted - 2015.09.26 02:23:00 -
[5] - Quote
DeathwindRising wrote:Echo 1991 wrote:Booby Tuesdays wrote:Echo 1991 wrote:Booby Tuesdays wrote:I will never understand why a few of the popularity contest winners (CPM2) pushed for shield buffs to armor suits under the veil of "linearity". Things could still have been very linear with the armor and shield suits separated by more than just a second or two. Getting all the dropsuits on the same page in regards to not having numbers all over the place, sure. Buffing the recharge and delay of armor based suits? No entiendo. It's not like they have the same recharge rate or shield Hp to begin with. It's hardly gonna make armour suits better cos why would I want 300+ Shields on my armour suit and no damage mods? Cos it recharges slightly quick than before? Id rather have more DPS. The new values for the Gal Logi are now higher than the Min Logi have ever been. On what planet does that make sense? No they aren't. Check your numbers before you talk crap. the armor suit shield values are bs imo. was never expecting that. you could honestly use your shields far more effectively while armor tanking than before, despite the fact that theyll still be able to get reps. my expectation at this point is to increase the penalty of shield extenders drastically to counter any use of them on armor suits to get the recharge rate of a shield suit you would need to use about 2-3 regs in the low slots. In what way does that make shield tanking on an armour suit viable?
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Echo 1991
Titans of Phoenix Damage LLC
948
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Posted - 2015.09.26 08:15:00 -
[6] - Quote
DeathwindRising wrote:Echo 1991 wrote:
to get the recharge rate of a shield suit you would need to use about 2-3 regs in the low slots. In what way does that make shield tanking on an armour suit viable?
not true. because of how they handled the "depleted" delays vs the normal delays. an armor tanking suit would ignore the delay as they do currently, instead focusing on the dpleted delay which has been made shorter than the normal delay. amarr assaults need only 1 shield regulator to reach minmatar base depleted delays. gallente assault could use only 1 shield regulator to reach a 2.46 second depleted delay. the issue is that you benefit more from losing all your shields than trying not to lose them. that seems backwards and biased towards helping armor tankers without the incentive for keeping your shields from falling below zero, we degrade the value of shield regulators. so id say either to increase the penalty on extenders or buff the bonus on shield regulators' normal delay A reg doesn't lower the delay by 50%, it lowers it by around 40 so Base delay would go to about 3 seconds. This is before taking into account adding adding shield extenders, so in order for an armour suit to get the same delay values as a shield suit it would require 2 regs. Shield tanking an armour suit is not worth it.
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Echo 1991
Titans of Phoenix Damage LLC
948
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Posted - 2015.09.26 08:24:00 -
[7] - Quote
Booby Tuesdays wrote:Echo 1991 wrote:Booby Tuesdays wrote: The new values for the Gal Logi are now higher than the Min Logi have ever been. On what planet does that make sense?
No they aren't. Check your numbers before you talk crap. Old Min Logi: 20 shield recharge per second 5 second recharge delay 6 second depleted delay 6 damage threshold New Gal Logi 25 shield recharge per second 5 second recharge delay 4 second depleted delay 9 damage threshold How in any way shape or form am I "talking crap"? Please, enlighten me. Because the min logi is getting buffed to 40hp/s with a 3.5 second delay. The min logi and every other shield suit will still do it better and will still have better shield values than every armour suit in the game. If you honestly think that normalising shield values on suits is gonna make armour suits better you clearly don't understand that armour suits have crap shield Hp to begin with. No one is going to try use 3 complex extenders and then waste 2 lows on an armour suit for regulators, I lose so much Hp its not worth it.
Also comparing the old value of the min logi to the proposed Gal logi isnt really showing a huge buff to the Gal when the min by comparison is getting almost half the recharge rate and double the Hp/s.
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Echo 1991
Titans of Phoenix Damage LLC
949
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Posted - 2015.09.26 10:49:00 -
[8] - Quote
Tesfa Alem wrote:Having to run 25m closer to an HAV or DS puts you 25m closer to the optimal range of RR and ScR. Infantry is the reason rational people like myself do not like the range nerf on swarms. I am going to use proto fits, because they have the ranges and sliders that tell you what damage any given weapon does at what range. Lets take a look at the Opimal ranges and damages of both A Rail Rfile is 75m, effective range is 100m, We are concerned with 150m and Prototype stats. Damage 75m : 397 base DPS, per round 51.70 Damage 100m: 139.19 base DPS, per round does 18.09 Damage at 150m: 92.8 base DPS, per round does 12.06 damage. vs shields 10.86 Scrambler rifle: Damage 75m : 715 base DPS, per round 71.5 Damage 100m: 243.75 base DPS, per round does 24.38 Damage at 150m: 92.8 base DPS, per round does 16.25 damage. vs shields 22.43 At 150, sure you can be hit and take damage. Compared to swarm fits: 412 (base shield) Minandos, at 150m Kalikiota RR needs 37.75 consecutive hits to break your shields, Viziam needs 18.36 Calmandos (500 base shield) Kalikioota RR needs 46 consecutive hits to break shields Viziam needs 22.2 consecutive hits to break shields. Whitout counting armor, both prototype weapons have to stop to either reload or deal with overheat. Thats if they hit you with every single shot they fire from 150m. Thats plenty of warning to stop looking at the sky. At 150m, I think you are going to be alright from the troops. If anything I would be more worried about HAVs, who can sit still, take punishment and thier gunners have time to sight you. But only slightly worried. That's on the assumption that all their troops are standing next to the tank. We both know that won't happen ever. Short of you being in the redline, or the enemy tank being in its own redline, enemies are almost always gonna be within range of you unless the area is cleared.
The problem with swarms has never been range. The damage projection it has is crazy because of how fast it fires and how much damage it can deal per volley.
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Echo 1991
Titans of Phoenix Damage LLC
949
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Posted - 2015.09.26 11:55:00 -
[9] - Quote
ID G4f wrote:Echo 1991 wrote:Tesfa Alem wrote:Having to run 25m closer to an HAV or DS puts you 25m closer to the optimal range of RR and ScR. Infantry is the reason rational people like myself do not like the range nerf on swarms. I am going to use proto fits, because they have the ranges and sliders that tell you what damage any given weapon does at what range. Lets take a look at the Opimal ranges and damages of both A Rail Rfile is 75m, effective range is 100m, We are concerned with 150m and Prototype stats. Damage 75m : 397 base DPS, per round 51.70 Damage 100m: 139.19 base DPS, per round does 18.09 Damage at 150m: 92.8 base DPS, per round does 12.06 damage. vs shields 10.86 Scrambler rifle: Damage 75m : 715 base DPS, per round 71.5 Damage 100m: 243.75 base DPS, per round does 24.38 Damage at 150m: 92.8 base DPS, per round does 16.25 damage. vs shields 22.43 At 150, sure you can be hit and take damage. Compared to swarm fits: 412 (base shield) Minandos, at 150m Kalikiota RR needs 37.75 consecutive hits to break your shields, Viziam needs 18.36 Calmandos (500 base shield) Kalikioota RR needs 46 consecutive hits to break shields Viziam needs 22.2 consecutive hits to break shields. Whitout counting armor, both prototype weapons have to stop to either reload or deal with overheat. Thats if they hit you with every single shot they fire from 150m. Thats plenty of warning to stop looking at the sky. At 150m, I think you are going to be alright from the troops. If anything I would be more worried about HAVs, who can sit still, take punishment and thier gunners have time to sight you. But only slightly worried. That's on the assumption that all their troops are standing next to the tank. We both know that won't happen ever. Short of you being in the redline, or the enemy tank being in its own redline, enemies are almost always gonna be within range of you unless the area is cleared. The problem with swarms has never been range. The damage projection it has is crazy because of how fast it fires and how much damage it can deal per volley. And the fact you usually find out the swarmer is near by the first volly hitting you. Meaning the second volly is most likely in the air and you are getting ready to start locking on the third. With the hardner delay vehicles must have hardeners on before we know there is a reason for them. Again, i think even with swarm nerf, the overall bonus to potential av damage in the form of all explosives, melee, nk, ect. Nobody will be willing to bleed isk that fast. Tanking is dead. ads will only survive because flying is fun. If you are entering an area that has a heavy infantry presence without your hardeners up, you shouldn't be piloting a vehicle. You're essentially giving them a free hit and if 2 people have good AV, you're gonna get smacked.
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Echo 1991
Titans of Phoenix Damage LLC
954
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Posted - 2015.09.28 11:20:00 -
[10] - Quote
Pokey Dravon wrote:CCP Rattati wrote:Adipem Nothi wrote:Bremen van Equis wrote:Adipem Nothi wrote: Should the range nerf go through, I do not expect Swarms will see much use in the weeks and months following Foxfour. High risk and negligible reward will be to blame. High risk and negligible reward... area denial of a force multiplier is a negligible reward? Are you talking about WP for kills, or usefulness to the team? Maybe I'm wrong but aren't you guys wracking up +75's every time you get more than one volley off? High risk and negligible reward is what current ADS is all about, except maybe in the hands of the most adept pilots. Swarms on a basic Min commando (now Caldari after hotfix) seem to be low risk for lots of points. Are you trying to solo an ADS with swarms, or deny them access to clear a bunch of rooftop spawn points? Hi there. You must've confused me with Soraya; please re-read the very first line of my feedback on the topic: I agree that swarms are too good against dropships. Unfortunately for Swarmers, there's more at play with Swarms than their oppression of dropships. Take Swarms vs HAVs, for example. Why even bother? To answer your question, Swarmers are not being paid +75WP per volley. Swarming is not at all a WP-intensive activity. It is, however, a very high-risk activity. Swarmers tend to die alot. They just do. If you don't care to take my word for it, try it sometime for yourself. Better yet, ask Rattati for Swarm Launcher kill/spawn efficiency numbers. which is why swarms are also included in the weak spot increase for HAVs I assume you've tested swarms against weak points in a test environment. Approximately how often are you able to strike the weak point with swarms? You can barely hit the weak point unless you are behind the HAV and standing about 10m away. The nerf to swarms is baseless, if you wanted them to be less effective you should lower the damage, not make it so a dropship can now only be effectively destroyed with a forge. Losing an extra 25m is going to be a pain.
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Echo 1991
Titans of Phoenix Damage LLC
954
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Posted - 2015.09.30 12:33:00 -
[11] - Quote
The hotfix isn't out yet is it?
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Echo 1991
Titans of Phoenix Damage LLC
954
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Posted - 2015.09.30 12:39:00 -
[12] - Quote
Zan Azikuchi wrote:Echo 1991 wrote:The hotfix isn't out yet is it? Let me check *gets lit up by a scrambler rifle in .5 seconds*...... Nope........ Alright cool.
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Echo 1991
Titans of Phoenix Damage LLC
955
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Posted - 2015.09.30 17:09:00 -
[13] - Quote
Toobar Zoobar wrote:rayakalj9 wrote:CCP Rattati wrote:Francois Sanchez wrote:A few things worry me :
The gal RoF bonus seems too good, and keep in mind it will buff variants such as the breach and the tactical that don't need a buff. It will also buff shotguns.
Reducing turn radius of swarm is actually a buff, it allows you to shoot around corners. I can't count the number of times a vehicle tried to escape behind something and my swarms turned so quickly they hit the obstacle. With reduced turn radius they'll get around and hit the vehicule.
Range nerf to ACR... Why? It already performs poorly after 50m
Magsec buff is a bit too much, half the damage buff would seem more adapted
I like the rest breach, burst and tactical all perform worse than the rest. The whole Gallente Rifle family needs a buff. Yeah i know the Gallente rifle need some love. but what about the breach rail rifle? i mean as far as i see, it needs a little love in the charge up time The wot? breach rail rifle? and it needs a buff you say? Come to think of it... my proton vortex lightning grenade also needs a buff. Rattati can you buff that too!!! He meant the vanilla rail rifle. :)
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Echo 1991
Titans of Phoenix Damage LLC
955
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Posted - 2015.09.30 17:14:00 -
[14] - Quote
Dirty thukker
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Echo 1991
Titans of Phoenix Damage LLC
956
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Posted - 2015.10.03 01:59:00 -
[15] - Quote
So what is happening? When is the hotfix going to be released?
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Echo 1991
Titans of Phoenix Damage LLC
966
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Posted - 2015.10.05 10:01:00 -
[16] - Quote
Shamarskii Simon wrote:Zan Azikuchi wrote:Shamarskii Simon wrote:I said buff one or the other, not both charge and damage.
Also along with the kick skill from calAssault, it's a 3x buff basically.
I know tons of people who use the magsec effectively. A proto magsec, at prof 5 it's nearly equivalent to an SL-4 (base damage) in your pocket, while having higher rof than the ARR.
I just feel like it's too much at once for the thing. Like sure it could be trash to you, but doing so much at once is a little rash imho Not nearly as much as an SL-4 a standard model ARR with a few damage mod's, sure, but NO where near the SL-4, perhaps at proto level, but even then it requires at least a damage mod or 2 to get that level of damage, even with profile damage, cause you have to remember, you're going to be shooting further than 40meter's with this gun, meaning to get efficient kills, you need to be stacking a number of damage mod's to even remotely kill at 60 meter's, simply because it's damage is practically the same as the AR and the fact that it has a much slower rate of fire than the AR, (which is why said rifle will always beat the magsec going head to head). I understand your concern's, but I don't feel like it's going to be a bad thing in the long run, since many other gun's, every rifle especially, can kill most targets in a matter of second's anyway. It surpasses the SL-4 w/o damage mods on armor. (this is not including prof on the ARR) Alright, let's use the kaal vs SL-4 (since i remember the values from the top of my head) Kaal: 34.1 damage. SL-4: 40 damage. Kaal at prof 5: 34.1*1.25 = 42.625 damage. SL-4 at prof 0, damage profile included: 40*1.1 = 44 damage. However, i said at base damage (40). The difference is 2.625 damage. Nevertheless, the magsec has a faster RoF than the ARR. This is why i say the pro magsec surpasses the adv ARR. Now, i don't remember the RoF off the top of my head (cannot calculate dps then) but for a sidearm it hits with results comparable to the SL-4. Only lacking in range (approx 30 meters less) Knowing the pro magsec will do officer level damage (37.4) let's do it again. Kaal vs SL-4 Kaal damage: 37.4 SL-4 damage: 40 Kaal damage at prof 5: 37.4*1.25 = 46.75 SL-4 damage comparable to Kaal damage (prof 2) 40 * 1.16 = 46.4 damage. The kaal at prof 5 will now surpass an Ishu w/o prof. Along with faster RoF, i believe it will become OP. I see where you are coming from though, nevertheless. Edit: damage falloff begins around 44 meters, after about 55 damage attenuation is too high (56% efficiency against shield). (imo, people could say otherwise about it's effective range) It has half the optimal. I don't see how it's gonna be better than the ARR
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Echo 1991
Titans of Phoenix Damage LLC
967
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Posted - 2015.10.05 12:48:00 -
[17] - Quote
Shamarskii Simon wrote:I'm saying for a sidearm it's very effective already. I'm not exactly saying "magsec > ARR" there's just nothing else to compare it to. I'm well aware this is a sidearm I'm comparing to a light weapon. So the obvious thing of range being worse -- is pretty apparent.
You do have a point though, paper doesn't equal reality... But going off CCP overdoing things sometimes, i feel doing both charge time and a significant damage increase is too much at once.
I feel like it's one or the other, then if it doesn't work out add both.
In the end, i guess we can only wait and see. Once it's in, we'll discuss again? :D If it's too good after the hotfix then sure, but at the moment it is lackluster.
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Echo 1991
Titans of Phoenix Damage LLC
972
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Posted - 2015.10.06 17:45:00 -
[18] - Quote
Again, any eta for the hotfix Mr Rattati?
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Echo 1991
Titans of Phoenix Damage LLC
974
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Posted - 2015.10.12 11:47:00 -
[19] - Quote
Lt Higgster wrote:CCP Rattati wrote:Soraya Xel wrote:CCP Rattati wrote:please read the whole thing. Overall a massive buff for dedicated AV, both infantry and vehicle. I did read the whole thing. Can you spell out the part where Swarms were buffed? If the damage was buffed in a way I'm not realizing, can you explain how that's supposed to help when I have half the range of a forge gun, and can't really hit anything I want to fire at anyhow? CCP Rattati wrote:Forge Gun is supposed to be the absolute best AV weapon. Shouldn't swarms, which have no ability to damage infantry at all, be the absolute best AV weapon? Logically, my ability to punt infantry suits with the forge means it's superior to swarms in multiple ways. Does the forge have tracking? the forge is a heavy weapon with loads of drawbacks and therefore packs the highest punch. I agree with Rattati the range needed to be nerfed. My CEO likes to run a Rep-Based Grimnes for transport and it reps at like 300 armor per second (I think). His ship gets taken out by basic swarms all the time, not because he's a bad pilot, far from it. It's because swarms don't really take any skill to use. You point, wait to lock on and then fire. Not like the forge gun where you have to lead the target and carefully aim to hit the target. When his dropship with XT missiles and complex mods costs him about 500k ISK per Dropship, basic swarms should have a hard time taking it out (in my opinion). A basic swarm is going to struggle to kill any vehicle aside from a LAV.
Also if he's fitting proto turrets before fitting tank to actually survive, he is doing it so wrong. You can get a dropship to survive a fair bit of punishment but basic swarms are never killing a dropship unless the pilot just sits there.
Dropships need some love but if you are getting killed by a basic swarm then you are bad.
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Echo 1991
Titans of Phoenix Damage LLC
976
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Posted - 2015.10.12 13:53:00 -
[20] - Quote
Kallas Hallytyr wrote:Echo 1991 wrote:A basic swarm is going to struggle to kill any vehicle aside from a LAV.
Also if he's fitting proto turrets before fitting tank to actually survive, he is doing it so wrong. You can get a dropship to survive a fair bit of punishment but basic swarms are never killing a dropship unless the pilot just sits there.
Dropships need some love but if you are getting killed by a basic swarm then you are bad. Basic Swarms do fine damage vs dropships. This coming from a guy with only Operation 3 and using it on a GalCom. Seriously, they work fine, the only reason they don't kill very often is because dropships are forced to flee immediately - which they can usually do - but that also means that I've just gotten 75-150WP and the dropship is out of the fight for 20-60 seconds. I have all swarm skills at five and have been using them for the past 2 years, I know for a fact that a properly fit dropship is never, ever going to worry about basic swarms, 1300 damage is nothing with a 40% hardener and 200+ reps per second. You'll only take 780 damage per volley and by the time all of them have hit, you'll have repped most of it back.
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Echo 1991
Titans of Phoenix Damage LLC
978
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Posted - 2015.10.12 18:54:00 -
[21] - Quote
Basic damage is 260, so without dmg mods it does and with proficiency 842.4 per volley. Assuming no shields, and say 200 reps per second. First swarm hits, takes around 3 seconds to lock and hit. After the initial hit the dropship will almost be at the third rep cycle and only have taken 242.4 damage overall. If was a shorter travel time of say 2 seconds, it would take 442.4 damage per volley
At the end of all that, the dropship will have taken 1327.2 damage. Add the fact that it's gonna take maybe 3-4 seconds to reload and then fire again, you're looking close to 527-727 damage.
If shields are full, the first volley isn't even breaking the shields. Even with the extra 20ish% damage the swarm could have with complex damage mods (assuming 3 of them) and warbarge thing it is highly unlikely that the dropship would be destroyed. Cos for one it would easily get out of there and two, it would take about 4 clips to actually kill the damn thing.
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Echo 1991
Titans of Phoenix Damage LLC
979
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Posted - 2015.10.12 23:08:00 -
[22] - Quote
I never said it was shooting an incubus, I know that swarms are stupid strong against them and as I've said ADS need a buff cos they are paper thin. A grimsnes or myron is nowhere near as squishy cos they have more fitting room.
So, as I was saying, it would take 4 clips for a standard swarm to kill a grimsnes.
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Echo 1991
Titans of Phoenix Damage LLC
980
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Posted - 2015.10.13 08:15:00 -
[23] - Quote
Shamarskii Simon wrote:Echo 1991 wrote:I never said it was shooting an incubus, I know that swarms are stupid strong against them and as I've said ADS need a buff cos they are paper thin. A grimsnes or myron is nowhere near as squishy cos they have more fitting room.
So, as I was saying, it would take 4 clips for a standard swarm to kill a grimsnes. Depends on the fit... A skilled pilot w/ a max rep (393.75) aHP/s grims can survive quite a long time... Either never stop moving near top speed or.... Stop moving completely forward. Now... That survival is based on when s/he "glitches" the swarms above the ship to make it spiral above, effectively increasing the amount of time one can rep. Now... If they do it between volleys it's suicide... It'll be a +2k alpha strike firstly. secondly s/he has to commit to this one maneuver... If executed correctly, it can increase life by 1 or 2 (rare chance) volleys. I know it takes some skills to increase the survivability, and getting the hell out of there works too. I think standard dropships and ADS need a straight HP and fitting buff. Especially PG on armour ships, cos it's very tight on fitting.
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Echo 1991
Titans of Phoenix Damage LLC
981
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Posted - 2015.10.13 10:14:00 -
[24] - Quote
Stefan Stahl wrote:Echo 1991 wrote:I know it takes some skills to increase the survivability, and getting the hell out of there works too. I think standard dropships and ADS need a straight HP and fitting buff. Especially PG on armour ships, cos it's very tight on fitting. The Myron is actually worse for fitting space. It lags a fair bit behind the Grimsnes right now and could definitely go with +5% PG. On the other hand at some point I wouldn't know what to fit to its low slots... Either way, yo fit them properly they need PG mods. I think the engineering and electronics skills should provide a small bonus to fitting, maybe 2-3% per level, hell even 5% if it makes things easier for dropships. They really need some love.
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Echo 1991
Titans of Phoenix Damage LLC
985
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Posted - 2015.10.16 17:22:00 -
[25] - Quote
Wow, how does being invisible and unscanable require any form of skill???
Being squishy and easy to kill is the trade-off for having the best ewar, and fastest suits as well as the ability to be invisible
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Echo 1991
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986
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Posted - 2015.10.16 17:31:00 -
[26] - Quote
XxBlazikenxX wrote:Echo 1991 wrote:Wow, how does being invisible and unscanable require any form of skill???
Being squishy and easy to kill is the trade-off for having the best ewar, and fastest suits as well as the ability to be invisible It is obvious you don't play scout. Scouting requires the most skill of any role, with logis being a close second. No, scouts do not take the most skill. Being undetectable and running around people is not skill, hacking objectives is not a skill. Now unless I've missed something, and please tell me if I have, scouting takes the same amount of skill as almost every other role in the game.
Being easier to kill does not mean that it takes more skill to not die, all you have to do is pick your engagements and run when required. I know this because I have done it.
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Echo 1991
Titans of Phoenix Damage LLC
1
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Posted - 2015.10.21 16:07:00 -
[27] - Quote
Varoth Drac wrote:KEROSIINI-TERO wrote:Echo 1991 wrote:Wow, how does being invisible and unscanable require any form of skill???
Being squishy and easy to kill is the trade-off for having the best ewar, and fastest suits as well as the ability to be invisible The worst is if you can know for sure and count on that you are absolutely unscannable. The balance should be that if both the stealther and scanner both do the extreme sacrifices, the scanner should barely win. It impossible to be completely unscannable. It is possible to be mostly invisible, save for a slight blurring and the red reticle, for a limited amount of time if you stand still, unarmed. Providing you aren't scanned. Is it easy to use such a state to be effective on the battlefield? Sometimes, yes. Most of the time, no. And how would knowing for sure you are unscannable make any difference? Not being scanned is a prerequisite of stealth gameplay. To use stealth you assume you won't be scanned. If you do get scanned, stealth goes out of the window. The chance of being scanned doesn't affect how you play if you are using a suit that relies on stealth. it isn't impossible. 3 damps gets you below 15Db on a gal scout and around 17-18db on every other scout.
The only suit picking them scouts up is a gal logi with focused scans which lets face it, aren't that great. Hell nerf the gal logi so that the scan is 20% more precise instead of 25% which would mean scouts would only need 2 damps to get under regular proto scans, and 3 makes you unscannable.
If the focused scanner then had a fitting adjustment so it isn't a nightmare to fit and slightly more up time this would make it more useful than it is currently. This way you know what is scanning you if you have 2 damps and switching to a suit with 3 damps means invisible.
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Echo 1991
Titans of Phoenix Damage LLC
1
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Posted - 2015.10.21 16:45:00 -
[28] - Quote
XxBlazikenxX wrote:Echo 1991 wrote:Varoth Drac wrote:KEROSIINI-TERO wrote:Echo 1991 wrote:Wow, how does being invisible and unscanable require any form of skill???
Being squishy and easy to kill is the trade-off for having the best ewar, and fastest suits as well as the ability to be invisible The worst is if you can know for sure and count on that you are absolutely unscannable. The balance should be that if both the stealther and scanner both do the extreme sacrifices, the scanner should barely win. It impossible to be completely unscannable. It is possible to be mostly invisible, save for a slight blurring and the red reticle, for a limited amount of time if you stand still, unarmed. Providing you aren't scanned. Is it easy to use such a state to be effective on the battlefield? Sometimes, yes. Most of the time, no. And how would knowing for sure you are unscannable make any difference? Not being scanned is a prerequisite of stealth gameplay. To use stealth you assume you won't be scanned. If you do get scanned, stealth goes out of the window. The chance of being scanned doesn't affect how you play if you are using a suit that relies on stealth. it isn't impossible. 3 damps gets you below 15Db on a gal scout and around 17-18db on every other scout. The only suit picking them scouts up is a gal logi with focused scans which lets face it, aren't that great. Hell nerf the gal logi so that the scan is 20% more precise instead of 25% which would mean scouts would only need 2 damps to get under regular proto scans, and 3 makes you unscannable. If the focused scanner then had a fitting adjustment so it isn't a nightmare to fit and slightly more up time this would make it more useful than it is currently. This way you know what is scanning you if you have 2 damps and switching to a suit with 3 damps means invisible. I don't know about you, but even a min scout with 3 complex damps doesn't let you avoid gal logi focused scans. And running 2 damps with 3 low slots really affects your survivability and utility, because when you don't run damps on a scout, the only thing you see is "YOU HAVE BEEN SCANNED" Which is why I suggest that the Gal Logi receives a small nerf so that it only requires 2 damps to avoid all but the focused scanner.
Wanna play eve?
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