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Posted - 2015.12.01 14:52:00 -
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Himiko Kuronaga wrote:In a proper competitive match scouts don't need their own radar because they have dedicated active scanners helping them as it is. Damps are where they find their strength. Due to this, gal scouts are the most viable. Cal scouts are viable up until focused scanners on gal logis come out, or if the opposing team brings out a logibros which can passively scan up to 50 meters at 17db. Min scouts are suicide fast hackers and they do this role well.
In short, the "scout" doesn't have issues if you refer to the scout simply as the gal scout. The other ones, yes, have problems.
I would disagree about the assault thing. In terms of purely selfish rockstar play, there is nothing better. In the end the goal is to kill the other team and no other suit does it better. So ... Scouts are fine because GalLogis are OP?
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Posted - 2015.12.01 15:40:00 -
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Varoth Drac wrote: Speed + stealth + powerful passive scanning all together was considered OP. Speed + stealth + moderate passive scanning would be fine.
yep.
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Posted - 2015.12.01 15:50:00 -
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Varoth Drac wrote: Supporting a team with scanning is a role more suited to logis.
I've no problem with that, so long as it is balanced. GalLogi active scans are not balanced. Last year's EWAR changes traded one form of permascan for another. If permascan is bad, as we all agreed at the time, we should fix all forms of it.
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Posted - 2015.12.01 16:03:00 -
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Himiko Kuronaga wrote:Adipem Nothi wrote:Himiko Kuronaga wrote:In a proper competitive match scouts don't need their own radar because they have dedicated active scanners helping them as it is. Damps are where they find their strength. Due to this, gal scouts are the most viable. Cal scouts are viable up until focused scanners on gal logis come out, or if the opposing team brings out a logibros which can passively scan up to 50 meters at 17db. Min scouts are suicide fast hackers and they do this role well.
In short, the "scout" doesn't have issues if you refer to the scout simply as the gal scout. The other ones, yes, have problems.
I would disagree about the assault thing. In terms of purely selfish rockstar play, there is nothing better. In the end the goal is to kill the other team and no other suit does it better. So ... Scout EWAR is fine because GalLogi scans are OP. FAscinating logic you've got there. If you already have access to it from multiple sources, clearly you don't need it built into your suit. The only real exception to this would be the amarr scout which has a deeper potential scan, but a dinky radius. He's a problem child, but weak enough that I believe deserves the extra range. Now if you're going to lobby that active scanners should be removed from the game entirely, feel free. That's a totally different angle which I can respect. If it were up to me, uplinks wouldn't exist either. But this isn't really a thread about equipment design, it's a thread about role viability in regards to killing. Currently the scout is viable due to the before mentioned reasons. You may not like those reasons, but it does not render them untrue. A valid, albeit debatable, position. What isn't debatable is that 3 of 4 Scouts have racial bonuses to passive scans. If Scouts are indeed Scouts, then these racial bonuses make sense (though the weak state of passive scans need work). If Scouts are not Scouts, then we should decide what they are and adjust their racial bonuses accordingly.
TL;DR: Scouts aren't fine.
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Posted - 2015.12.01 18:30:00 -
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Himiko Kuronaga wrote:Adipem Nothi wrote: So ... Scout EWAR is fine because GalLogi scans are OP. FAscinating logic you've got there.
If you already have access to it [scans] from multiple sources, clearly you don't need it built into your suit. The only real exception to this would be the amarr scout which has a deeper potential scan, but a dinky radius. He's a problem child, but weak enough that I believe deserves the extra range. One last point. You tell us that it isn't the Scout's job to scan as he's getting that intel from other sources. Then, you suggest that we buff the AM Scout's capacity for scanning. So which is it? Is it the AM Scout's job to scan, or is it someone else's? If it is the AM Scout's job, then he should be allowed to be good at it, right? If it isn't his job, then we need to find for him a new job instead of making him less lackluster at a job he's bad at because he isn't designed to do it. Right?
Seriously, where am I wrong here? I'd love to better understand what the cool kids are thinking.
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Posted - 2015.12.01 20:16:00 -
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MexXx: Himiko did not say that the scout's job is not to scan, he said "In a proper competitive match scouts don't need their own radar because they have dedicated active scanners helping them as it is."
"If you already have access to it from multiple sources, clearly you don't need it built into your suit" is what Himiko said. The 'Scouts aren't recon units anymore' position is a pretty common position today. If that's Rattati's intent, then we need to update the Scout racial bonuses related to scanning. If, on the other hand, Scouts are supposed to be recon units, then we need to unblur the lines between Scout and Logi passives as well as find a way to better differentiate the AM Scout from the CA Scout.
MexXx: ... iirc the AM scout's passive scans are more precise than the gal logi's focused in the inner most ewar circle, this is at extremely close range which makes it useless because you would see your target anyway, hence his range buff suggestion or capacity as you said.
With 1-2 precision enhancers, any unit can have unbeatable inner ring scans. Strong short-range scans is no longer a defining characteristic.
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Posted - 2015.12.01 21:30:00 -
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Himiko Kuronaga wrote:Also, please remember the title -- Kill interaction.
This other secondary mechanical role stuff is good to talk about, but it's not really where I'm coming from with the message I'm trying to get across about viability. I'm specifically talking about kill interaction and combat viability.
If the scans are coming from somewhere then the only question of relevance to me is whether or not the suit is capable of using that intel to kill people in a competitive environment. And currently, yes. It can. That's all it means to this particular discussion.
That's fair, Himiko. My concern is that someone might surmise from the OP that all is good and well with Scouts at the competitive level. That isn't at all the case. Sure, GalScouts with Shotguns might be getting the job done, but what of everything else, from EWAR interplay to Knives to the other 3 Scouts sitting on the sidelines (and why)?
There's more to the competitive meta than "Scouts are fine, Assaults are fine, Logis are fine, let's buff Heavies." Such a takeaway would very likely create more problems than it'd solve.
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Posted - 2015.12.03 15:50:00 -
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Breakin Stuff wrote:Ghost Kaisar wrote:Breakin Stuff wrote:Came expecting trolking and rants.
Floored.
Carry on. Reading carefully. Taking notes. The Shottini sends his regards. Shotty-go-bang can get off his ass and address me himself. Folks are talking Heavy Buffs and Breakin is taking notes? Shocker. Were you taking notes when multiple players predicted that this precise scenario would follow the last round of Assault Buffs? That's how power creep works, Breakin, which is exactly what the folks who saw this coming tried to explain to Aeon in his CPM Feedback thread, before he had it locked for "derailment". Twice.
Issue: Heavies are rightfully upset b/c Assaults can now go toe-to-toe with them and win.
Cause: CCP over-buffed the GA Assault and Assault Shield Stats.
Question: If CCP had not over-buffed the GA Assault and Assault Shield Stats, would Himiko's thread exist?
*** I know you aren't reading anymore, Breakin, but you really should be. There's an opportunity here for you to make things right instead of making things worse. ***
Rather than reassess the power creep which created the issues at hand, we're talking about moar power creep in the form of Sentinel buffs. Say Sentinels get buffed; what would come next? And then after that, and so on. Rattati writes, "How are the improved Commandos, just right amirite?". Not for long, Mr. Rattati. Not if we continue throwing power creep at our balance problems.
At this point, the logical thing to do would be to reassess the changes that created the issue at hand. Firstly, was the GA Assault buff necessary and appropriate? Sure. Was it overdone? Yes. Is there a logical solution? Absolutely; dial it back a little. Secondly, was it necessary and appropriate to try to bring armor and shields into better balance? Absolutely. Did the path CCP take create new balance issues? Indeed; Assaults are too resilient (see Himiko's thread). Are there alternative paths CCP could've taken that would not have caused Assault/Heavy imbalance? Absolutely; it is the path that makes Aeon squeal loudest.
* Dial back slightly the buff to GA Assault RoF * Dial back slightly the buffs to Assault base shield stats * Add mobility penalties to Ferroscale Plates * Increase mobility penalties to Reactive Plates * Increase mobility penalties to Armor Plates when equipped by non-heavy frames
Free Bonus Learnings
Hypothetical (Assaults vs Heavies): Imagine where Assault/Heavy kill interaction would be today if CCP had -- in addition to buffing shield stats -- also substantially buffed shield extenders in hopes of bringing armor and shield modules themselves into better balance. Suits like Assaults with high module counts benefit from HP module buffs by far greater degree than suits like Heavies which have low module counts. It stands to reason that Assault/Heavy kill interaction would be even worse than it is now.
Hypothetical (Noobs vs Vets): Just like Medium Frames benefit from module buffs moreso than Heavy Frames, low-end HP modules benefit from buffs by less degree than high-end HP modules. Had CCP buffed shield extenders in hopes of bringing armor and shield modules into better balance, they would've further widened the gap between Proto and Newbro, making New Player Experience even worse than it is now.
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Posted - 2015.12.03 16:18:00 -
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Breakin Stuff wrote:"... feedback that people present constructively ..."
* Dial back slightly the buff to GA Assault RoF * Dial back slightly the buffs to Assault base shield stats * Add mobility penalties to Ferroscale Plates * Increase mobility penalties to Reactive Plates * Increase mobility penalties to Armor Plates when equipped by non-heavy frames
^ Puts the brakes on power creep. Fixes Himiko's balance problem without creating new balance problems.
* Sentinel Buffs
^ Moar power creep rolls the snowball downhill. Fixes Himiko's balance problem, but in doing so creates new balance problems.
Free constructive feedback. Take it or leave it, but don't say I'm not helpful :-)
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Posted - 2015.12.04 18:15:00 -
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Fox Gaden wrote: I think this is a good response to Adipem Nothi's suggestion to Nerf Assaults to counter power creep. If the other suits are relatively balanced combat wise against the Assault suit, then it makes seance to balance Sentinels against Assaults at their current level.
I don't know that this is a safe assumption, Fox. In my personal opinion, Assaults are in substantially better shape combat-wise than Scouts, Commandos and Heavies. Usage rates are heavily skewed in their favor:
http://dust.thang.dk/market_tryhardinator.php (thanks for the update, G Clone)
If Scouts and Commandos were balanced against Assaults, then absolutely, yes, bring Heavies up-to-par. But I don't believe that this is the case. Bringing Heavies up-to-par with Assaults will leave Scouts and Commandos further behind.
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Posted - 2015.12.07 13:36:00 -
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Mad Syringe wrote:Speed is the fotm right now.
Hit detection is at it's badest with speed tanked suits.
"So no more nerfs to plates, since they are not used that much anyway."
Top 10 Modules (Current) Module Sales (May-Nov)
Come again?
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Posted - 2015.12.07 16:19:00 -
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IIRC, Rattati implemented a scout-specific strafe penalty to plates somewhere around HF Delta. If plate movement penalties can be applied on a frame-by-frame basis, it stands to reason that movement penalties could be lessened when plates are equipped by Sentinels (or all heavy frames, for that matter). If such a thing is possible, and heavy/sentinel/commando performance is down, I can't think of any good reason why not to try it.
As for most people preferring ferro, that would make sense. What other module in the game can you stack without diminishing returns or a single drawback/penalty?
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Posted - 2015.12.07 17:28:00 -
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Varoth Drac wrote:Adipem Nothi wrote:IIRC, Rattati implemented a scout-specific strafe penalty to plates somewhere around HF Delta. If plate movement penalties can be applied on a frame-by-frame basis, it stands to reason that movement penalties could be lessened when plates are equipped by Sentinels (or all heavy frames, for that matter). If such a thing is possible, and heavy/sentinel/commando performance is down, I can't think of any good reason why not to try it.
As for most people preferring ferro, that would make sense. What other module in the game can you stack without diminishing returns or a single drawback/penalty?
Edit: I'd even get behind a no penalty, low penalty, high penalty scale when equipping vanilla plates on heavy, medium or light frames (respectively). In hindsight, HP Modules penalties would've probably been a better fix for Assault Lite than kneecapping Scout EWAR. I thought Rattati wanted a scout-only penalty but couldn't do it so implemented the strafe penalty for all plated suits. It was just hoped that scouts would suffer more from a strafe penalty than other suits. As it turns out this is wrong. Strafe is useful on all suits and the strafe penalty just makes plates a poor option on anything. Balance-wise this was good for scout balance. Plates on scouts was OP, so nerfing them effectively nerfed scout's ability to fit like an assault, as intended. But served to make the modules poor on other suits too. Unless I'm wrong and it is a scout-only penalty. I'll try to find out. This uncertainty just highlights a reason why it was a bad idea though, as there is no in-game description of extra strafing penalties. So no way for players to know about it other than finding old forum posts. I don't want to heavily armour scout suits. I just don't like a rather strange and obscure mechanic like double plate strafe penalties. You could be right, but that's not how I remember it. I believe that he succeeded in applying the add'l plate penalty to Scouts. I'll try to help find the Dev post.
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Posted - 2015.12.07 17:37:00 -
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Adipem Nothi wrote:I'll try to help find the Dev post. https://forums.dust514.com/default.aspx?g=posts&m=2469069#post2469069
(not sure what ultimately came of this)
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Posted - 2015.12.07 18:41:00 -
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Varoth Drac wrote:Adipem Nothi wrote:Adipem Nothi wrote:I'll try to help find the Dev post. https://forums.dust514.com/default.aspx?g=posts&m=2469069#post2469069Not 100% certain what ultimately came of this, but the intent to fix uparmored scouts without hurting heavies was made clear. Point remains, if Rattati was successful in applying a frame-specific penalty, he could do the "inverse" and lessen plate penalties for heavies. If tinkering with plates is on the table, adding some form of drawback to stacking ferroscale would be nice. Hotfix echoI've found it. You will see that where it says strafe penalty on plate is doubled, the bit that says "on scouts" is crossed out. Implying the strafe penalty is on all suits. Sure enough! Never noticed that! Great catch, Varoth. I now believe you're right, though I would point out that the four months passed between the Nov 2014 thread (above) and HF Echo in March of 2015. Could be that we're dealing with two distinct sets of changes, though that seems less likely that what you've described.
Assuming you're correct, here's another approach. Do you think the wiring is in place to restrict modules by frame type? If it can be done for Heavy Weapons, couldn't the same be done for "Heavy Plates"?
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Posted - 2015.12.07 19:00:00 -
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Himiko Kuronaga wrote:Adipem Nothi wrote:Varoth Drac wrote:Adipem Nothi wrote:Adipem Nothi wrote:I'll try to help find the Dev post. https://forums.dust514.com/default.aspx?g=posts&m=2469069#post2469069Not 100% certain what ultimately came of this, but the intent to fix uparmored scouts without hurting heavies was made clear. Point remains, if Rattati was successful in applying a frame-specific penalty, he could do the "inverse" and lessen plate penalties for heavies. If tinkering with plates is on the table, adding some form of drawback to stacking ferroscale would be nice. Hotfix echoI've found it. You will see that where it says strafe penalty on plate is doubled, the bit that says "on scouts" is crossed out. Implying the strafe penalty is on all suits. Sure enough! Never noticed that! Great catch, Varoth. I now believe you're right, though I would point out that the four months passed between the Nov 2014 thread (above) and HF Echo in March of 2015. Could be that we're dealing with two distinct sets of changes, though that seems less likely that what you've described.
Assuming you're correct, here's another approach. Do you think the wiring is in place to restrict modules by frame type? If it can be done for Heavy Weapons, couldn't the same be done for "Heavy Plates"? Just do it the same way you do cloaks tbh. Big fitting cost, big fitting reduction skill built-in. Yep, that'd work. Could use existing in-game items instead of creating new. Like Varoth says, no one (who knows what they're doing, at least) runs vanilla plates on other frames. So ...
Step 1: Dramatically increase resource requirements for vanilla Armor Plates. Step 2: Add class-wide perk to Heavies and Sentinels which offsets the increase. Step 3: Decrease movement penalties for vanilla Armor Plates.
Voila! Happier Heavies. Balancing Armor-v-Shields for Medium and Light Frames just got that much easier.
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