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VAHZZ
10
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Posted - 2015.12.27 01:55:00 -
[31] - Quote
Assault 514 stays.
Also, haven't been scanned all day.
Long Live The King
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Summa Militum
Abstract Requiem
1
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Posted - 2015.12.27 01:59:00 -
[32] - Quote
Jonny D Buelle wrote:How about everytime you get scanned, a blip appears of who scanned you on your TacNet. The blip will vary depending on your EWAR stats and it will range from direction indicator (if your EWAR stats are lacking) to a dot (best ewar stats). This will give you an indication of where you have been scanned from and who scanned you.
I think it should be the other way around where if a person is scanned they will only show up on the redberries screen as a blip instead of as a consistent icon that shows your movements.
I don't think a blip on the tacnet indicating those who are using a scanner would work very well and people probably wouldn't even notice it. The scanners I use have a range of 200 meters and I can guarantee you that the tacnet does not have a range anywhere close to that. |
Summa Militum
Abstract Requiem
1
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Posted - 2015.12.27 02:13:00 -
[33] - Quote
ROMULUS H3X wrote:Remove TEAM visualized scans. Make them only scannable for squad. This won't really mess with PCs and FW squads; definitely will help for pubs at least.
I feel like this would ultimately put squads on a higher pedestal than the overall team and would prevent most solo players from ever using a scanner.
I went a long time playing this game without ever squading up and it was mostly because I despised squads due to the hypocrisy I would read from people; plus I viewed joining a squad to be a crutch . I felt that squads would constantly preach the importance of teamwork but the moment they would join a match they would immediately ignore everyone on their team that was not in their squad.
I think a "one at a time" approach to scanners would be best. A person would be allowed to equip as many different scanners as they want for tactical purposes but they would have to wait the full cooldown period of one scanner before using another. (this will also make it useless to equip more than 1 of the exact same scanner) |
Abraxis Mangelor
Breach Team
7
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Posted - 2015.12.27 02:17:00 -
[34] - Quote
When was it so important - to so many of you - to avoid being seen?
Oh, ya. When all of ya went to splashy, jumpy defenseless litte twitchy skitter-fits.
If you are spotted more than 20m out, you get melted by anyone with a gun game.
Perfect. Don't change a thing.
Scanners were never an issue when ttk was longer, and we fought from positions of cover. And flanked. And dropped links.
The way the maps are designed. |
Adipem Nothi
Nos Nothi
18
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Posted - 2015.12.27 03:04:00 -
[35] - Quote
Abraxis Mangelor wrote:When was it so important - to so many of you - to avoid being seen?
Funny how GalLogi permascan is "no big deal" but Scout permascan last year was a big enough deal to warrant massive nerfs and an EWAR overhaul. Funnier still that permascan today is more prevalent, easier to accomplish (now takes only 1 unit, down from 3-4), and comes with greater reward at substantially less risk and effort.
Double standard?
Dropsuit Usage Rates
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Atiim
Ikomari-Onu Enforcement Caldari State
15
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Posted - 2015.12.27 03:13:00 -
[36] - Quote
Have them briefly display a dot of where the person was until the next interval (similar to the UAVs from CoD). Then give the Active Scanners a capacitor (same cooldown feature as the Cloak Field).
It should go without saying but the interval could be affected by GalLogis, varaint, and the operation level.
The 1st Matari Commando
-HAND
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Abraxis Mangelor
Breach Team
7
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Posted - 2015.12.27 03:55:00 -
[37] - Quote
well, in the past, scouts used to also use their high slots to buff range and precision of passives - which they share with squad - instead of a stack of myo's.
ewar doesn't need a fix. It's the only counter available when fighting an army of damped jumping beans. |
Adipem Nothi
Nos Nothi
18
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Posted - 2015.12.27 04:28:00 -
[38] - Quote
Abraxis Mangelor wrote:well, in the past, scouts used to also use their high slots to buff range and precision of passives - which they share with squad - instead of a stack of myo's.
ewar doesn't need a fix. It's the only counter available when fighting an army of damped jumping beans. So ... Scout permascan was broken, but Logi permascan is fine. Because of myofibs.
Just so you know, "damped" scouts usually dampen below 21dB permascan. Fixing 21dB permascan won't have any effect whatsoever on countering dampened Scouts. The fact of the matter is that permascan -- in any form -- is bad for gameplay and bad for balance. We got rid of Scout permascan last year with good reason; the same reasoning absolutely applies to Logi permascan. P
Dropsuit Usage Rates
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benandjerrys
WarRavens Imperium Eden
1
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Posted - 2015.12.27 04:34:00 -
[39] - Quote
Abraxis Mangelor wrote:When was it so important - to so many of you - to avoid being seen?
Oh, ya. When all of ya went to splashy, jumpy defenseless litte twitchy skitter-fits.
If you are spotted more than 20m out, you get melted by anyone with a gun game.
Perfect. Don't change a thing.
Scanners were never an issue when ttk was longer, and we fought from positions of cover. And flanked. And dropped links.
The way the maps are designed.
Beautiful. All of this ^
Free isk! (comment with in game name)
#portdust514
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Abraxis Mangelor
Breach Team
8
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Posted - 2015.12.27 08:11:00 -
[40] - Quote
Adipem Nothi wrote:Abraxis Mangelor wrote:well, in the past, scouts used to also use their high slots to buff range and precision of passives - which they share with squad - instead of a stack of myo's.
ewar doesn't need a fix. It's the only counter available when fighting an army of damped jumping beans. So ... Scout permascan was broken, but Logi permascan is fine. Because of myofibs. Just so you know, dampened scouts usually dampen below 21dB permascan; fixing 21dB permascan won't have any effect whatsoever on countering them. The fact of the matter is that permascan -- in any form -- is bad for gameplay and bad for balance. We got rid of Scout permascan last year with good reason; the same reasoning absolutely applies to Logi permascan. To claim that one flavor permascan is overpowered while another is fine "because reasons" is a pretty obvious double standard, don't you think?
I've never come close to dividing one kind of permascan from another. I don't know what you're reading.
My point is that BEING SEEN is not a probem at all, and it's what you are trying to "fix."
You need MORE invisibility? Even when an unmodded scout walks around under the passives of a heavy without any effort?
It ain't broken. You just need to learn to work harder.
Scan me up. Bring it. |
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Kail Mako
Capital Acquisitions LLC
336
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Posted - 2015.12.27 08:11:00 -
[41] - Quote
Abraxis Mangelor wrote:When was it so important - to so many of you - to avoid being seen?
Oh, ya. When all of ya went to splashy, jumpy defenseless litte twitchy skitter-fits.
If you are spotted more than 20m out, you get melted by anyone with a gun game.
Perfect. Don't change a thing.
Scanners were never an issue when ttk was longer, and we fought from positions of cover. And flanked. And dropped links.
The way the maps are designed. Dropping links, and flanking? What do you think the point of myofibs are? They are without a doubt the most essential mobility tool in the game for about 90% of the maps. They get the links where no one else can.
As for flanking? Well, if you're running myos, and at least half of your kills aren't with melee, I don't even know what to tell you. Myos are, always were, and hopefully always will be punching mods first. The jumping is just a bonus.
The thing about permascans is that they completely nullify both of those things. If you even think about flanking an errant scan will absolutely ruin your day, and you will just be caught on the edge of one. It's almost impossible not too unless you literally hug the red line on your way to the other side, which wastes a lot of valuable time. Same with link. You can put it in the smartest spot possible, and a simple scan will show everyone where to camp.
The funny thing about TTK is that I find I to be longer now. Everyone has all of their passives maxed. Never before 1.2 had I seen a frontline fit running 600 EHP. That's just insane.
Remember 360 scans? They were removed for a reason. With scanner stacking the problem has somehow managed to get worse.
Officially recognized for advancing the science of getting bent.
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PARKOUR PRACTIONER
L0RDS 0F LEGI0N Damage LLC
4
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Posted - 2015.12.27 08:27:00 -
[42] - Quote
maybe deadcatz wrote:Crusty Clown wrote:The scanner spam is increasingly more and more ridiculous. Ideas on how to balance it? Raise scanner Cpu/pg cost to limit the ability to run multiple scanners? Reduce scan radius? Scanners only logi equipable? Im not sure what the answer is......but something needs to be done. Hopefully~ In the wise words of all who defend the gal logi permascans. 'Git gud'.or you can just get a gallente scout at max level and a complex damp. Boom. Not scannable unless its a focused.
3 Com PD never scanned even if its a focused. I swear a gallogi has 3 focused scanners on him in King of the Hill 2.0, it was hilarious hiding right next to him and hearing him scan. I would have loved to see the look on his face.
If you raise the fitting cost, you can counter it by fitting PG CPU mods, if you reduce scan raduis, there are scanners that are for scanning farther out, if you have the logi-only, will that affect the scout-uplink role or any role outside of logi that wants to carry equipment?
All i can say is i know how to counter things but i don't have any solutions for them.
Author of How to fail at Ninja-ing 101 & How to tryhard at having fun 101.2
In pain X(
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Abraxis Mangelor
Breach Team
8
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Posted - 2015.12.27 08:40:00 -
[43] - Quote
Kail Mako wrote:Abraxis Mangelor wrote:When was it so important - to so many of you - to avoid being seen?
Oh, ya. When all of ya went to splashy, jumpy defenseless litte twitchy skitter-fits.
If you are spotted more than 20m out, you get melted by anyone with a gun game.
Perfect. Don't change a thing.
Scanners were never an issue when ttk was longer, and we fought from positions of cover. And flanked. And dropped links.
The way the maps are designed. Dropping links, and flanking? What do you think the point of myofibs are? They are without a doubt the most essential mobility tool in the game for about 90% of the maps. They get the links where no one else can..
If you couldn't fire weapons while airborne, I would have absolutely no problem wit h the myo.
If the fight were back on the ground, all of the roles would fall back in line, and your tactically located "high ledge" links would just need fluxing like they used to. |
Raven-747
Corrosive Synergy RUST415
300
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Posted - 2015.12.27 08:46:00 -
[44] - Quote
Penalties that should apply to scans.
1. The person who scans is highlighted and visible to the enemy team or 2. If you scan you can't switch to anything for a certain period of time. (You can't switch to a gun either) or 3. Limited number of scans per scanner. Eg= 3 scans only for 1 scanner then you can't use it anymore. Want more scans? Sacrifice other equipment and deal with it. or 4. Reduce scan duration and precision permanently. Else increase the scan immunity for scouts by a lot and other roles by a little.
One more thing can be done is, make scans consumable. Like hives you need to put them down for a radius scan and it goes off after sometime or a redberry punches it.
Gal logis are just bs and its way too easy to scan the entire map or even a damped scout with barely any sp invested. (you need only logi at 5)
-Sincerely NotAscout
When you headshot a frontline with proto
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Meee One
Amakakeru-Ryu-no-Hirameki
1
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Posted - 2015.12.27 09:59:00 -
[45] - Quote
It's threads like this one that proves we need role tags.
Something tells me it's about 98% scouts agreeing with one another.
To sum up: -scouts:waah,we can't be 100% stealthed godmode anymore...scanners should be nerfed! -assaults:nah,you stay in your hole where you belong. -logistics:i can't believe i'm about to say this but...i agree with the assaults.
Touch scanners,assaults get outclassed again. /thread
Official Blueberry of the Forums.
Title by my #1 fan Sgt Kirk.
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Leovarian L Lavitz
TRAILS AND TRIBULATIONS
2
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Posted - 2015.12.27 10:39:00 -
[46] - Quote
Right now, one piece of equipment can force five slots worth of counter fitting per person, an. Entire team would require over 60 slots filled to dodge just one piece of equipment. Lower fitting requirements for cloaks and give cloaks active scanner immunity. Now, only one piece of equipment is required to counter one piece of equipment.
Youtube: Dust 514 - You should Have Worn Proto
Playstation move player
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Adipem Nothi
Nos Nothi
18
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Posted - 2015.12.27 13:29:00 -
[47] - Quote
Meee One wrote:It's threads like this one that proves we need role tags. Something tells me it's about 98% scouts agreeing with one another. To sum up: -scouts:waah,we can't be 100% stealthed godmode anymore...scanners should be nerfed! -assaults:nah,you stay in your hole where you belong. -logistics:i can't believe i'm about to say this but...i agree with the assaults. Touch scanners,assaults get outclassed again. /thread Nerfing non-focused active scan team-sharing, coverage and/or up-time (thereby fixing permascan) would benefit everyone else by far greater degree than it'd benefit sub-21dB Scouts. Scouts with scan profiles below 21dB are not magically held in check by 21dB permascan. That doesn't make any sense at all.
Regardless of what suits we like to run, today's permascan should be addressed for exactly the same reasons that 360 scannerina-based permascan and Scout-based permascan were addressed. Permascan is bad for gameplay and bad for balance. There's no excusing it.
Dropsuit Usage Rates
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Stefan Stahl
Seituoda Taskforce Command
1
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Posted - 2015.12.27 14:08:00 -
[48] - Quote
For me the annoying thing about active scanners is their range.
I would absolutely agree with the way scanners are working right now if their range was drastically reduced, to somewhere about 50 m for non-flux scanners. That way the scanner stops being an all-seeing eye and becomes a tool you use right before you assault an enemy position, or when you want to paint a specific target for your teammembers. At 50 meter range perma-scanning your environment is a much less desirable option because at any time somebody with a RR could just pick you off from a distance. On the other hand if you spotted a scout somewhere close you could still pull a focused scanner and aim it at where you last saw him to find out if he's still there.
50 meters for non-flux scanners is of course just a placeholder value. The important bit is that it's less than long-range rifle range and more than most passive scans. Could be 60 m just as well. |
Benjamin Ciscko
Fatal Absolution Bleeding Sun Conglomerate
3
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Posted - 2015.12.27 14:25:00 -
[49] - Quote
Adipem Nothi wrote:Meee One wrote:It's threads like this one that proves we need role tags. Something tells me it's about 98% scouts agreeing with one another. To sum up: -scouts:waah,we can't be 100% stealthed godmode anymore...scanners should be nerfed! -assaults:nah,you stay in your hole where you belong. -logistics:i can't believe i'm about to say this but...i agree with the assaults. Touch scanners,assaults get outclassed again. /thread Off on another scout witchhunt, eh? There's a shocker. Here are some facts: Sub-21dB Scouts aren't magically held in check by 21dB active scans. They would not benefit at all from fixing 21dB permascan. Think about it. In what ways would fixing 21dB permascan affect sneaky, sub-21dB Scouts? The real winners here would be Assaults, who'll have the option to flank enemy positions without being painted to Team TacNet. Is that really so bad? Shouldn't today's permascan be addressed for exactly the same reasons that scannerina-based permascan and Scout-based permascan were addressed? If permascan then was bad for gameplay and bad for balance, how is it that permascan now is not? ^ Every single one of my scouts Amarr, Cal, and Gal are 20db or below. This is a major buff to assaults and perhaps a slight buff to scouts. The Gal logi totally outclassed the Amarr scout which is the best Ewar scout, to maximise Ewar you need 2 precision and 2 damps and at least 1 kinkat I prefer 2 because it is the slowest scout in the game. The range of passive scans is 30 @ 18 db that's not even enough to scan the whole acid pit while the gal can hit the whole city. The amarr can get what the one guy running a scout instead of a shotty assault if he isn't damped enough. 30m range base HP scout vs 200m logi who has all his highs and lows available to him. |
Adipem Nothi
Nos Nothi
18
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Posted - 2015.12.27 14:49:00 -
[50] - Quote
Benjamin Ciscko wrote:Adipem Nothi wrote:Meee One wrote:It's threads like this one that proves we need role tags. Something tells me it's about 98% scouts agreeing with one another. To sum up: -scouts:waah,we can't be 100% stealthed godmode anymore...scanners should be nerfed! -assaults:nah,you stay in your hole where you belong. -logistics:i can't believe i'm about to say this but...i agree with the assaults. Touch scanners,assaults get outclassed again. /thread Off on another scout witchhunt, eh? There's a shocker. Here are some facts: Sub-21dB Scouts aren't magically held in check by 21dB active scans. They would not benefit at all from fixing 21dB permascan. Think about it. In what ways would fixing 21dB permascan affect sneaky, sub-21dB Scouts? The real winners here would be Assaults, who'll have the option to flank enemy positions without being painted to Team TacNet. Is that really so bad? Shouldn't today's permascan be addressed for exactly the same reasons that scannerina-based permascan and Scout-based permascan were addressed? If permascan then was bad for gameplay and bad for balance, how is it that permascan now is not? ^ Every single one of my scouts Amarr, Cal, and Gal are 20db or below. This is a major buff to assaults and perhaps a slight buff to scouts. The Gal logi totally outclassed the Amarr scout which is the best Ewar scout, to maximise Ewar you need 2 precision and 2 damps and at least 1 kinkat I prefer 2 because it is the slowest scout in the game. The range of passive scans is 30 @ 18 db that's not even enough to scan the whole acid pit while the gal can hit the whole city. The amarr can get what the one guy running a scout instead of a shotty assault if he isn't damped enough. 30m range base HP scout vs 200m logi who has all his highs and lows available to him. Exactly. I can understand and appreciate the argument that the GalLogi isn't paid WP on-par with that of other Logis, but that's an issue altogether separate from permascan. I see no reason not to fix both issues. Assuming, of course, the Devs are still in the business of fixing what's broken.
What I don't understand is why some are content to tolerate (and even offer excuse for) today's permascan.
Dropsuit Usage Rates
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Mobius Wyvern
Fatal Absolution Bleeding Sun Conglomerate
7
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Posted - 2015.12.27 17:50:00 -
[51] - Quote
Crusty Clown wrote:The scanner spam is increasingly more and more ridiculous. Ideas on how to balance it? Raise scanner Cpu/pg cost to limit the ability to run multiple scanners? Reduce scan radius? Scanners only logi equipable? Im not sure what the answer is......but something needs to be done. Hopefully~ I haven't been scanned at all the last 10 or so matches I've played.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.12.27 18:02:00 -
[52] - Quote
Well. Introduce EWAR, I mean REAL Ewar, not just dampeners.
Active Sensor null field projector! Radius around the equipment user either becomes unscannable or their profile diminishes significantly-
Against an active module with cooldowns, active module with cooldowns! Many would say that it is a useless module. But if red scans are really that bad as you guys say, then this module must be good and usable.
"Cut cut cut - Trim trim trim!"
KERO-TRADER is my official Eve character for Dust trading.
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ROMULUS H3X
research lab
917
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Posted - 2015.12.27 18:47:00 -
[53] - Quote
Mobius Wyvern wrote:Crusty Clown wrote:The scanner spam is increasingly more and more ridiculous. Ideas on how to balance it? Raise scanner Cpu/pg cost to limit the ability to run multiple scanners? Reduce scan radius? Scanners only logi equipable? Im not sure what the answer is......but something needs to be done. Hopefully~ I haven't been scanned at all the last 10 or so matches I've played.
Do you sit in the redline sniping, or don't get engaged in taking an objective?
FORGE/FLAYLOCK/FISTS
PLASMA/PISTOL/PUNCH
ALL OF YOU PUNKS GET HUMILIATED AFTER LUNCH!
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Abraxis Mangelor
Breach Team
8
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Posted - 2015.12.27 19:33:00 -
[54] - Quote
Leovarian L Lavitz wrote:Right now, one piece of equipment can force five slots worth of counter fitting per person... blah...
and you'll only be lit up for 5 seconds by a precision scanner - as much as 20 seconds for your non-ewar boys.
If you feel the need to re-fit an entire team to be invisible for such a small amount of time, go ahead. It's tactically ludicrous.
If you can't tolerate fighting when the enemy knows where you are, then this game is too much for you. |
Abraxis Mangelor
Breach Team
8
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Posted - 2015.12.27 19:51:00 -
[55] - Quote
Stefan Stahl wrote:For me the annoying thing about active scanners is their range.
I would absolutely agree with the way scanners are working right now if their range was drastically reduced, to somewhere about 50 m for non-flux scanners. That way the scanner stops being an all-seeing eye and becomes a tool you use right before you assault an enemy position, or when you want to paint a specific target for your teammembers. At 50 meter range perma-scanning your environment is a much less desirable option because at any time somebody with a RR could just pick you off from a distance. On the other hand if you spotted a scout somewhere close you could still pull a focused scanner and aim it at where you last saw him to find out if he's still there.
50 meters for non-flux scanners is of course just a placeholder value. The important bit is that it's less than long-range rifle range and more than most passive scans. Could be 60 m just as well.
Another guy who has to have his whole game CQC, and invisible until he's within his short effective range.
OH, wait... there's a big alert that you've been scanned.
Might that not be an indicator to change your movement pattern?
How about you visually clear firing lanes before moving into open space - hmmm?
Have skills in any roles other than jumpy/spashy or ewar/shotty/knife? Try changing roles to adapt to your enemy.
Maybe that's where this desperation for scan nerfing comes from.
NO insight into the flow of battle or ability to adapt to it. |
Adipem Nothi
Nos Nothi
18
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Posted - 2015.12.27 19:59:00 -
[56] - Quote
Abraxis Mangelor wrote:Stefan Stahl wrote:For me the annoying thing about active scanners is their range.
I would absolutely agree with the way scanners are working right now if their range was drastically reduced, to somewhere about 50 m for non-flux scanners. That way the scanner stops being an all-seeing eye and becomes a tool you use right before you assault an enemy position, or when you want to paint a specific target for your teammembers. At 50 meter range perma-scanning your environment is a much less desirable option because at any time somebody with a RR could just pick you off from a distance. On the other hand if you spotted a scout somewhere close you could still pull a focused scanner and aim it at where you last saw him to find out if he's still there.
50 meters for non-flux scanners is of course just a placeholder value. The important bit is that it's less than long-range rifle range and more than most passive scans. Could be 60 m just as well. Another guy who has to have his whole game CQC, and invisible until he's within his short effective range. OH, wait... there's a big alert that you've been scanned. Might that not be an indicator to change your movement pattern? How about you visually clear firing lanes before moving into open space - hmmm? Have skills in any roles other than jumpy/spashy or ewar/shotty/knife? Try changing roles to adapt to your enemy. Maybe that's where this desperation for scan nerfing comes from. NO insight into the flow of battle or ability to adapt to it.
Scannerina Permascan: "Permascan is bad!" EWAR Scout Permascan: "Permascan is bad!" GalLogi Permascan: "Learn to adapt!"
Dropsuit Usage Rates
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Stefan Stahl
Seituoda Taskforce Command
1
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Posted - 2015.12.27 21:32:00 -
[57] - Quote
Abraxis Mangelor wrote:Another guy who has to have his whole game CQC, and invisible until he's within his short effective range.
OH, wait... there's a big alert that you've been scanned.
Might that not be an indicator to change your movement pattern?
How about you visually clear firing lanes before moving into open space - hmmm?
Have skills in any roles other than jumpy/spashy or ewar/shotty/knife? Try changing roles to adapt to your enemy.
Maybe that's where this desperation for scan nerfing comes from.
NO insight into the flow of battle or ability to adapt to it. That's a fairly large amount of speculation there, most of it wrong.
That aside: Do you agree with the current stats of the prototype flux scanner? 28 dB scans at 200 meters and a 90-¦ angle. 21 dB for the Galente Logi. |
Benjamin Ciscko
Fatal Absolution Bleeding Sun Conglomerate
3
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Posted - 2015.12.27 21:58:00 -
[58] - Quote
Adipem Nothi wrote:Abraxis Mangelor wrote:Stefan Stahl wrote:For me the annoying thing about active scanners is their range.
I would absolutely agree with the way scanners are working right now if their range was drastically reduced, to somewhere about 50 m for non-flux scanners. That way the scanner stops being an all-seeing eye and becomes a tool you use right before you assault an enemy position, or when you want to paint a specific target for your teammembers. At 50 meter range perma-scanning your environment is a much less desirable option because at any time somebody with a RR could just pick you off from a distance. On the other hand if you spotted a scout somewhere close you could still pull a focused scanner and aim it at where you last saw him to find out if he's still there.
50 meters for non-flux scanners is of course just a placeholder value. The important bit is that it's less than long-range rifle range and more than most passive scans. Could be 60 m just as well. Another guy who has to have his whole game CQC, and invisible until he's within his short effective range. OH, wait... there's a big alert that you've been scanned. Might that not be an indicator to change your movement pattern? How about you visually clear firing lanes before moving into open space - hmmm? Have skills in any roles other than jumpy/spashy or ewar/shotty/knife? Try changing roles to adapt to your enemy. Maybe that's where this desperation for scan nerfing comes from. NO insight into the flow of battle or ability to adapt to it. Two years ago, Scannerina Permascan: "Permascan is bad!"One year ago, EWAR Scout Permascan: "Permascan is bad!"This year, GalLogi Permascan: "Herp! Derp! Learn to adapt!" ^ at least then every assault had to have a scanner to achieve this and it only took 2 damps to dodge now it takes a single logi to achieve it and 3 damps for an assault to dodge, 5 for a logi. During scout 514 the bare minimum was 2 scouts who had half the range of the current gal logi and they had to stay alive with close to base HP near the action.
If 1 person could dampen everyone on their team below gal logi flux for 150 meters for even 75% of the time all these scan logi's would go ballistic. |
Crusty Clown
Calmacht
26
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Posted - 2015.12.28 01:12:00 -
[59] - Quote
The problem ,as I see it, isnt Gal logis or the abundance of them, Personally I only see them here and there. Its the abundance of scanners by all classes with no penalty whatsoever to fitting cost or restrictions at all.
If I wanted to fit a cloak on my assault I would have to sacrifice alot to fit it. Hence if anyone wants to cloak the obvious choice is a scout because of the fitting bonus.
The scanner should be the same way. Sure your assault or scout can run a scanner but you should sacrifice alot in PG/CPU to equip one. |
Apoleon II
Rooky rooks
54
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Posted - 2015.12.28 01:48:00 -
[60] - Quote
Crusty Clown wrote:The problem ,as I see it, isnt Gal logis or the abundance of them, Personally I only see them here and there. Its the abundance of scanners by all classes with no penalty whatsoever to fitting cost or restrictions at all.
If I wanted to fit a cloak on my assault I would have to sacrifice alot to fit it. Hence if anyone wants to cloak the obvious choice is a scout because of the fitting bonus.
The scanner should be the same way. Sure your assault or scout can run a scanner but you should sacrifice alot in PG/CPU to equip one. I completely agree with this, but the cloack bonus is in the scout *CLASS* the scan bonus is only in the gal race, all the logi races should have a bonus in equipment fit, i dont know if that make sense, just try to understand me
Sorry for my bad english :$
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