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Adipem Nothi
Nos Nothi
17
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Posted - 2015.10.16 18:01:00 -
[1] - Quote
Exciting! Most of this looks pretty awesome. The first thing that stood out to me as potentially problematic is that the AM Scout bonus still seems a tad lackluster, even with the improved class adjustments. Suggestion:
+5% ScP damage & reload speed per level
Thoughts?
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Adipem Nothi
Nos Nothi
17
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Posted - 2015.10.16 18:13:00 -
[2] - Quote
Ghost Kaisar wrote:Adipem Nothi wrote:Exciting! Most of this looks pretty awesome. The first thing that stood out to me as potentially problematic is that the AM Scout bonus still seems a tad lackluster, even with the improved class adjustments. Suggestion:
+5% ScP damage & reload speed per level
Thoughts? No other scout gets a damage bonus and the min just got theirs removed. They are eWAR, stealth, and utility suits. Bonuses should be based towards survival, mobility, eWAR, or Mobility. I still like the stamina bonus on the Amarr scout, but I realize now that it is redundant compared to the new Min Bonus. I will reconsider its bonus. Oops! Must've misread the patch notes. Thought for sure it said +3% stamina regen per level (that's pretty crap). Precision is a much better deal.
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Adipem Nothi
Nos Nothi
17
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Posted - 2015.10.16 18:34:00 -
[3] - Quote
Ghost Kaisar wrote: Gallente Light: 3% increase to armor repair efficacy per level.
Free Maths
GalScout fits a Complex Armor Repair module:
7.50 hp/s - Base Output 9.38 hp/s - Skill Bonus
10.78 hp/s - Racial Bonus (at +3% efficacy / level) 11.72 hp/s - Racial Bonus (at +5% efficacy / level) 14.07 hp/s - Racial Bonus (at +10% efficacy / level)
Is 3% still the number you want? You'd probably be able to get away to 5% without ruffling any balance feathers.
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Adipem Nothi
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17
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Posted - 2015.10.16 20:12:00 -
[4] - Quote
Ghost Kaisar wrote:One Eyed King wrote:Ghost Kaisar wrote:Adipem Nothi wrote:Exciting! Most of this looks pretty awesome. The first thing that stood out to me as potentially problematic is that the AM Scout bonus still seems a tad lackluster, even with the improved class adjustments. Suggestion:
+5% ScP damage & reload speed per level
Thoughts? No other scout gets a damage bonus and the min just got theirs removed. Knives got buffed by 25% as well. Nothing will change for you, except your special snowflake status. MN Scout + Biotic Efficacy would be special snowflake fun.
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Adipem Nothi
Nos Nothi
17
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Posted - 2015.10.16 20:14:00 -
[5] - Quote
Ghost Kaisar wrote:Adipem Nothi wrote:Ghost Kaisar wrote: Gallente Light: 3% increase to armor repair efficacy per level.
Free MathsGalScout fits a Complex Armor Repair module: 7.50 hp/s - Base Output 9.38 hp/s - Skill Bonus 10.78 hp/s - Racial Bonus (at +3% efficacy / level) 11.72 hp/s - Racial Bonus (at +5% efficacy / level) 14.07 hp/s - Racial Bonus (at +10% efficacy / level) Is 3% still the number you want? You'd probably be able to get away to 5% without ruffling any balance feathers. Also remember that armor repair modules got buffed by 15% in this patch too. New base is 10.78 before this skill. With this bonus, it jumps to 12.4 hp/s. Plenty high for a single module. I'm expecting gal scouts to run 1x damp, 1x speed, 1x ferro, 1x rep on their scout suits. Excellent blend of speed, defense, and dampening. EDIT: Words. Gotcha. Scout intraclass parity looks pretty good here. Will defer on the other classes.
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Adipem Nothi
Nos Nothi
17
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Posted - 2015.10.16 20:21:00 -
[6] - Quote
Yeah, I picked up on that :p Saul Goodman. Lots of loadout flexibility for all four Scouts. Especially excited about the EWAR and cloak improvements.
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Adipem Nothi
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17
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Posted - 2015.10.16 21:18:00 -
[7] - Quote
One Eyed King wrote:Ghost Kaisar wrote:One Eyed King wrote:Ghost Kaisar wrote:Adipem Nothi wrote:Exciting! Most of this looks pretty awesome. The first thing that stood out to me as potentially problematic is that the AM Scout bonus still seems a tad lackluster, even with the improved class adjustments. Suggestion:
+5% ScP damage & reload speed per level
Thoughts? No other scout gets a damage bonus and the min just got theirs removed. Knives got buffed by 25% as well. Nothing will change for you, except your special snowflake status. If there is still a speed ceiling and fall damage for 3 Myos, the bonus won't even be close to worth it. "Dust, where choices matter, until they don't." Don't know that there ever was a "speed ceiling". The New Devs haven't ever commented on it. The Old Devs said little more than "beyond a certain point, hit detection begins to degrade" ... though this was (IIRC) before Uprising's hit detection improvements, aim assist, etc. Hit detection's much better these days; I don't think Ghost's idea would be enough to break anything.
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Adipem Nothi
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17
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Posted - 2015.10.17 02:20:00 -
[8] - Quote
Ghost Kaisar wrote:
All Active Scanners provide team scans. However, they now "ping" a target over time rather than paint. Quantum Scanners Ping for longer bursts in shorter time frames, wheras proximity scanners ping shortly, but longer.
When a target is scanned, they will briefly ping on your minimap. They do not show up as chevrons, as the equipment is not precise enough to map to tacnet. This brief pulse will show up for a second, and then re-appear every three seconds until the scan finishes its timeframe. Quantum pulses show up for two seconds, but have half as long duration compared to Normal Scanner. Proximity pulses show up for 0.75s, but reappear every two seconds. Flux Scanners have longer range, Focused scan better, like normal.
Very much liked this part, btw. It'd make for a good solution to current scan problems.
Question: If a given target is scanned multiple times, would his "blip interval" be affected? Figure this might happen if he is scanned multiple times by a single unit running multiple scanners, or if he is scanned multiple times by multiple units running scans.
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17
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Posted - 2015.10.17 02:42:00 -
[9] - Quote
Musturd definitely wouldn't go for it ...
But Musturd isn't around much these days. Said something to the effect of, "Dust isn't tactical anymore. It's all about stacking HP, and that ain't for me."
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