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korrah silain
True Illuminate
205
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Posted - 2016.01.04 21:04:00 -
[61] - Quote
Meee One wrote:korrah silain wrote:Shinobi MumyoSakanagare ZaShigurui wrote:Reign Omega wrote:You don't play? Take your opinion and tuck it tightly into the smallest crevice of your arse. Thank you , no suit ganks like scouts and I see this one cares for the repeat performance of scout 514 when most ran scout squads ganking everyone they could with zero issues . This is way I hate scouts , all they care about is slaying and not scouting and are always asking about their role like they don't have the best role in the game already . Well you are clearly biased and should reexamine.this. I agree that these propositions are both dumb and unnecessary, especially the idea to make the cloak viable on other suits(even though the cloak is pretty much useless as it stands) My question to you, however is what exactly does "scouting" entail? Looking around and sharing passive scans with teammates? Cause we don't do that. Stealing objectives? We still do that, at least I still do. 1.Are scouts not allowed to kill enemies is this what you are proposing? 2.The main thing that led to the overbalance of scouts was the lack of a decloak delay, compound that (seriously broken addition as it was implemented as a weapon switch delay which screws us if we accidentally switch to the wrong slot in the heat of battle) with the further cloak nerf, and blatant visibility of the cloak and really we kinda got shafted too hard. My point is this: you think scouts are a gnats pube from being broken. You are wrong. 1.Scouts are supposed to be supplimentary,not main line. Low eHP means used only when an assault or logi can't get behind enemies. Exactly like heavies,which is why they're so slow. Scouts come 2nd behind assaults AND logis in importance. 2.No,the main thing that lead to the "overbalance" (OP) scouts was that they had enough innate dampening/eWAR built-in that they could stack eHP and break hit detection.Stealth and health,one had to go. Currently,as scouts are,they're balanced. They're now forced to use ewar mods instead of straight eHP like some light assault enthusiasts would like to bring back. So,as usual: -1 for an idea that would bring back light assaults. Lol OK, so, let me get this straight "stealth or health, one has to go. Ok so we get rid of health, fine, I speed tank anyway, and play vanguard/disruption. Oh wait...permascan. Welp ****. So yeah nice self refutation. -1
you ever get to that point where you know you should sleep, but ya just...dont? yeah...me too.
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maybe deadcatz
Serris Inc
2
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Posted - 2016.01.04 21:31:00 -
[62] - Quote
Lol every time I here someone go "kincats break hit detection" I know that they're really saying is "I can't keep track of a moving target because I have no gungame" first off I've killed plenty and have been killed by plenty of scouts.
And here's the thing. They don't move fast enough to break hit detection at all. My internet is good and I can easily compensate for the rare lagspikes because dust is a laggy game and sometimes hitboxes aren't aligned with the player models.
I've speedtanked before and serpentined very well and I still get hit. Because those people had aim. I've never seen shots come at me and hit me and not have my health decrease,every time I was shot I lost health.
For the people that whine about kincats think about it.
A:you have to stop to regain stamina B: lowslots dedicated to speed instead of armour C:cannot attack while sprinting.
In response to some of the above people. A:scouts in dictionary terms:someone sent ahead of the main force to gauge the enemy force. B:the term for scout in dust means that they are meant for stealth and assassination(as described by the description) C:scouts have weapons,and I doubt someone will let them get away if spotted,therefore a scout needs to kill just like all the other suits. Even logistics get weapons.
There already is a balance between health,speed and ewar,you can only have two of the three but ewar is broken for the amarr and min scouts and all suits vs a gal logi so people just go for HP and speed unless they run gal scout.
Problem is the creodron flux active scanner and gallente logistics destroys any stealth the scouts may have. So unless the precision on the flux active scanner is nerfed or all scouts get a bonus to scan profile then the never ending cycle will just continue.
Ha!You can't kill me! I'm already dead!
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Echo 1991
WarRavens Imperium Eden
1
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Posted - 2016.01.04 21:45:00 -
[63] - Quote
maybe deadcatz wrote:Lol every time I here someone go "kincats break hit detection" I know that they're really saying is "I can't keep track of a moving target because I have no gungame" first off I've killed plenty and have been killed by plenty of scouts.
And here's the thing. They don't move fast enough to break hit detection at all. My internet is good and I can easily compensate for the rare lagspikes because dust is a laggy game and sometimes hitboxes aren't aligned with the player models.
I've speedtanked before and serpentined very well and I still get hit. Because those people had aim. I've never seen shots come at me and hit me and not have my health decrease,every time I was shot I lost health.
For the people that whine about kincats think about it.
A:you have to stop to regain stamina B: lowslots dedicated to speed instead of armour C:cannot attack while sprinting.
In response to some of the above people. A:scouts in dictionary terms:someone sent ahead of the main force to gauge the enemy force. B:the term for scout in dust means that they are meant for stealth and assassination(as described by the description) C:scouts have weapons,and I doubt someone will let them get away if spotted,therefore a scout needs to kill just like all the other suits. Even logistics get weapons.
There already is a balance between health,speed and ewar,you can only have two of the three but ewar is broken for the amarr and min scouts and all suits vs a gal logi so people just go for HP and speed unless they run gal scout.
Problem is the creodron flux active scanner and gallente logistics destroys any stealth the scouts may have. So unless the precision on the flux active scanner is nerfed or all scouts get a bonus to scan profile then the never ending cycle will just continue. I think the Gal logi bonus to precision should be nerfed slightly from 5% per level to 3% that way it should mean that 2 damps should get all scouts under the scans or 1 damp and a proto cloak.
As for the whole inner ring argument, no it shouldn't be as good as it is but it only has a 6m radius. You can literally hide anywhere outside that radius and most things will never see you, and as scouts are so fast you could get to them and kill them before you appear on their TacNet. I would suggest lowering the inner ring to maybe 4-5m or buffing the range slightly at the cost of precision.
Change the Ion Pistol Fitting Skill Pls.
#PortDust514
'Echo is a dirty hooker' - UnclS2
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MexXx Dust-Slayer
Fatal Absolution
553
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Posted - 2016.01.04 21:58:00 -
[64] - Quote
maybe deadcatz wrote: Problem is the creodron flux active scanner and gallente logistics destroys any stealth the scouts may have. So unless the precision on the flux active scanner is nerfed or all scouts get a bonus to scan profile then the never ending cycle will just continue.
But all scouts get under the creodron flux with 1 damp (Gal, Cal) or 2 damps (min, amarr)... Am I missing something? It would make more sense if you were complaining from a non-scout suit's perspective. |
Adipem Nothi
Nos Nothi
18
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Posted - 2016.01.04 22:29:00 -
[65] - Quote
MexXx Dust-Slayer wrote:maybe deadcatz wrote: Problem is the creodron flux active scanner and gallente logistics destroys any stealth the scouts may have. So unless the precision on the flux active scanner is nerfed or all scouts get a bonus to scan profile then the never ending cycle will just continue.
But all scouts get under the creodron flux with 1 damp (Gal, Cal) or 2 damps (min, amarr)... Am I missing something? It would make more sense if you were complaining from a non-scout suit's perspective. You're correct. Not sure what Deadcatz is getting at, but he is right that the Creodron Flux needs work. Its scan area is 5x - 6x greater than the next in line, and it is the primary source of permascan. Last we heard from the Devs, permascan is bad for gameplay. Assuming they haven't since changed their minds, tuning the Creodron Flux would be a big step in the right direction.
Would love to see Active Scan mechanics changed such that Active Scanning involved more of an active effort; something like a reptool. If that's off the table, permascan could just as readily be reigned in by simply nerfing the base stats of problematic scanners. For instance, drop the Creodron Flux scan angle from 90 degrees to 60 and its range from 200m to 150m.
Dropsuit Usage Rates
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MexXx Dust-Slayer
Fatal Absolution
553
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Posted - 2016.01.04 22:31:00 -
[66] - Quote
Adipem Nothi wrote:Mortishai Belmont wrote: You can either be speedy, tanky, or stealthy. You don't get to have it all.
I'll take that bait! Say I'm a MinScout who has chosen to be "stealthy". I've committed all 3 of my 3 three low slots to complex dampeners. My scan profile is 16dB. What happens when I get within knife range of an Assault or Logi who's committed 1 high slot to precision? These units have the highest module slot count in the game; is it reasonable that their single-module investment trumps my 100% investment in stealth? I've forgone speed and tank to be stealthy; why is it that my stealth is so easily trumped at so little investment? Aren't you only completely trumped at what.. 6 meters? You're almost overlapping blips on tacnet, it's somewhat fair game at that point - if he happens to be looking at tacnet at that point, you both have a chance to kill each other, knifer with the upper hand most likely, You have your cloak to stalk and strike at an opportune moment when he is preoccupied to.
With 3 damps on a min scout, you haven't forgone speed and tank entirely. The min scout has the highest innate speed, and you could still stack 3 shields for tank. |
maybe deadcatz
Serris Inc
2
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Posted - 2016.01.04 22:32:00 -
[67] - Quote
MexXx Dust-Slayer wrote:maybe deadcatz wrote: Problem is the creodron flux active scanner and gallente logistics destroys any stealth the scouts may have. So unless the precision on the flux active scanner is nerfed or all scouts get a bonus to scan profile then the never ending cycle will just continue.
But all scouts get under the creodron flux with 1 damp (Gal, Cal) or 2 damps (min, amarr)... Am I missing something? It would make more sense if you were complaining from a non-scout suit's perspective.
Because the minscout has 3 low slots,and the amarr has four. Two or more damps to evade one piece of equipment is far too much. But gimping the sh!t out of your suit to evade one shmuck with a scanner isn't fair.
Because you must fully invest skill points in dampening(and equip multiple damps) and a scout suit and this costs quite a bit,all someone else needs do is grab a gal logi and a scanner and all your investments are instantly negated. I did not just spend a small fortune to have a scout suit that can be picked up very easy and through walls I might add.
Tldr: answer this question. Why can that gal logi have so much health and is able to permanantly keep my team on his teams HUD yet I must fit multiple profile dampeners sacrificing speed yet still be picked up and easily killed?
Ha!You can't kill me! I'm already dead!
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Adipem Nothi
Nos Nothi
18
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Posted - 2016.01.04 22:48:00 -
[68] - Quote
MexXx Dust-Slayer wrote:Adipem Nothi wrote:Mortishai Belmont wrote: You can either be speedy, tanky, or stealthy. You don't get to have it all.
I'll take that bait! Say I'm a MinScout who has chosen to be "stealthy". I've committed all 3 of my 3 three low slots to complex dampeners. My scan profile is 16dB. What happens when I get within knife range of an Assault or Logi who's committed 1 high slot to precision? These units have the highest module slot count in the game; is it reasonable that their single-module investment trumps my 100% investment in stealth? I've forgone speed and tank to be stealthy; why is it that my stealth is so easily trumped at so little investment? 1. Aren't you only completely trumped at what.. 6 meters? 2. You're almost overlapping blips on tacnet, it's somewhat fair game at that point - if he happens to be looking at tacnet at that point, you both have a chance to kill each other, knifer with the upper hand most likely, You have your cloak to stalk and strike at an opportune moment when he is preoccupied to.
1. Correct; 6 meters is the most common, though inner ring range varies by unit (5-9 meters without range extenders; up to 12 meters with range extenders).
2. In a 1v1 setting, perhaps you're right; but it is no longer a 1v1 setting once the Scout is painted to squad tacnet. MedFrames get an "incoming backstab" warning even against a max damp'd MinScout at a nominal investment of 1 precision enhancer. In the case of a single damp'd Scout, they get the "incoming backstab" warning for free (0 precision enhancers). I'd argue that the MedFrame's "incoming backstab" warning should come at greater investment than the current. I'd also argue backstab gameplay would be better balanced if inner ring returns were not be shared with squad.
Dropsuit Usage Rates
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MexXx Dust-Slayer
Fatal Absolution
553
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Posted - 2016.01.04 22:52:00 -
[69] - Quote
maybe deadcatz wrote:MexXx Dust-Slayer wrote:maybe deadcatz wrote: Problem is the creodron flux active scanner and gallente logistics destroys any stealth the scouts may have. So unless the precision on the flux active scanner is nerfed or all scouts get a bonus to scan profile then the never ending cycle will just continue.
But all scouts get under the creodron flux with 1 damp (Gal, Cal) or 2 damps (min, amarr)... Am I missing something? It would make more sense if you were complaining from a non-scout suit's perspective. Because the minscout has 3 low slots,and the amarr has four. Two or more damps to evade one piece of equipment is far too much. But gimping the sh!t out of your suit to evade one shmuck with a scanner isn't fair. Because you must fully invest skill points in dampening(and equip multiple damps) and a scout suit and this costs quite a bit,all someone else needs do is grab a gal logi and a scanner and all your investments are instantly negated. I did not just spend a small fortune to have a scout suit that can be picked up very easy and through walls I might add. Tldr: answer this question. Why can that gal logi have so much health and is able to permanantly keep my team on his teams HUD yet I must fit multiple profile dampeners sacrificing speed yet still be picked up and easily killed? It's not 2 or more damps, it's 1 or 2 damps to get under the creo permascans. And 1 or 2 damps is certainly not gimping your suit. The gal and cal scout manage roughly 400 - 450 hp at 9 -10ms/s at 20db. If u want stealth as a priority chose 1 of those suits. Even a double damped double shields amarr scout as a pseudo gal scout will do.
Your investment argument is just lolz. The same can be said about the gal logi. You need to skill into all the relevant skills blah blah blah. You are not entirely negated by the gal logi, especially if you are a scout.
Yes the gal logi has a lot of health, maybe 600 armor and 150 shield or so, and is slow and easily scannable on passives- nothing a 20db shotty scout can't handle.
I agree that scouts need some reworking, and scans need a nerf, but it just seems like you're a scrubby scout and I don't know what you're on about. |
maybe deadcatz
Serris Inc
2
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Posted - 2016.01.04 22:54:00 -
[70] - Quote
I dunno anymore. I was arguing for the benefit of the scouts who are forced to gimp themselves to evade the evil galogis. But now I don't give a sh!t. Its the stupid creodron flux active scanner and the galogi combined. Just Nerf the precision or actually make scanners cost more pg/CPU and bring down the range so we can actually have a chance to kill the fcking fckface who's ruining the entire match.
Ha!You can't kill me! I'm already dead!
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MexXx Dust-Slayer
Fatal Absolution
553
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Posted - 2016.01.04 23:11:00 -
[71] - Quote
maybe deadcatz wrote:Tldr: answer this question. Why can that gal logi have so much health and is able to permanantly keep my team on his teams HUD yet I must fit multiple profile dampeners sacrificing speed yet still be picked up and easily killed? 1 damp on a gal or cal scout is not gimping the suit, they both maintain a great combination of speed, hp, and ewar. The min and amarr require 2 damps to get under the gal logi perma scans because their bonuses are not stealth orientated however, they both have more base speed (MN) and hp (AM) , compared to the gal and cal scout, so they somewhat keep what they would lose by sacrificing that 2nd slot for a damp. But as I said in a previous post - you'd want to prioritize the gal or cal scout when you want effective stealth suits. |
maybe deadcatz
Serris Inc
2
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Posted - 2016.01.04 23:15:00 -
[72] - Quote
MexXx Dust-Slayer wrote:maybe deadcatz wrote:Tldr: answer this question. Why can that gal logi have so much health and is able to permanantly keep my team on his teams HUD yet I must fit multiple profile dampeners sacrificing speed yet still be picked up and easily killed? 1 damp on a gal or cal scout is not gimping the suit, they both maintain a great combination of speed, hp, and ewar. The min and amarr require 2 damps to get under the gal logi perma scans because their bonuses are not stealth orientated however, they both have more base speed (MN) and hp (AM) , compared to the gal and cal scout, so they somewhat keep what they would lose by sacrificing that 2nd slot for a damp. But as I said in a previous post - you'd want to prioritize the gal or cal scout when you want effective stealth suits.
counterargument.png
Ha!You can't kill me! I'm already dead!
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MexXx Dust-Slayer
Fatal Absolution
553
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Posted - 2016.01.04 23:24:00 -
[73] - Quote
maybe deadcatz wrote:MexXx Dust-Slayer wrote:maybe deadcatz wrote:Tldr: answer this question. Why can that gal logi have so much health and is able to permanantly keep my team on his teams HUD yet I must fit multiple profile dampeners sacrificing speed yet still be picked up and easily killed? 1 damp on a gal or cal scout is not gimping the suit, they both maintain a great combination of speed, hp, and ewar. The min and amarr require 2 damps to get under the gal logi perma scans because their bonuses are not stealth orientated however, they both have more base speed (MN) and hp (AM) , compared to the gal and cal scout, so they somewhat keep what they would lose by sacrificing that 2nd slot for a damp. But as I said in a previous post - you'd want to prioritize the gal or cal scout when you want effective stealth suits. counterargument.png I don't know how people took this thread seriously in the first place, that's the sad part. I thought you were QQ trolling. |
maybe deadcatz
Serris Inc
2
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Posted - 2016.01.04 23:33:00 -
[74] - Quote
MexXx Dust-Slayer wrote:maybe deadcatz wrote:MexXx Dust-Slayer wrote:maybe deadcatz wrote:Tldr: answer this question. Why can that gal logi have so much health and is able to permanantly keep my team on his teams HUD yet I must fit multiple profile dampeners sacrificing speed yet still be picked up and easily killed? 1 damp on a gal or cal scout is not gimping the suit, they both maintain a great combination of speed, hp, and ewar. The min and amarr require 2 damps to get under the gal logi perma scans because their bonuses are not stealth orientated however, they both have more base speed (MN) and hp (AM) , compared to the gal and cal scout, so they somewhat keep what they would lose by sacrificing that 2nd slot for a damp. But as I said in a previous post - you'd want to prioritize the gal or cal scout when you want effective stealth suits. counterargument.png I don't know how people took this thread seriously in the first place, that's the sad part. I thought you were QQ trolling.
Correction. I was throwing some bait to get the community roused to garner the drive to actually do something.
P.s Scout suit fit with two or more damps because of one galogi/b].
one gal logi with multiple creodron flux active scanners can [b]scan a whole team permantly and still know that there is a damped scout in the area.
Still.more evidence that ewar/scout/flux scanner/galogi is broken.
Now be quiet. I'm going to go rest. My ears are bleeding for some reason.
Ha!You can't kill me! I'm already dead!
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Adipem Nothi
Nos Nothi
18
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Posted - 2016.01.04 23:39:00 -
[75] - Quote
MexXx Dust-Slayer wrote: I don't know how people took this thread seriously in the first place, that's the sad part. I thought you were QQ trolling.
Because GalLogi permascan, Scouts and EWAR are all fine?
MexXx Dust-Slayer wrote:I agree that scouts need some reworking, and scans need a nerf Oh, wait.
Dropsuit Usage Rates
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maybe deadcatz
Serris Inc
2
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Posted - 2016.01.05 00:25:00 -
[76] - Quote
MexXx Dust-Slayer wrote:maybe deadcatz wrote:MexXx Dust-Slayer wrote:maybe deadcatz wrote: Problem is the creodron flux active scanner and gallente logistics destroys any stealth the scouts may have. So unless the precision on the flux active scanner is nerfed or all scouts get a bonus to scan profile then the never ending cycle will just continue.
But all scouts get under the creodron flux with 1 damp (Gal, Cal) or 2 damps (min, amarr)... Am I missing something? It would make more sense if you were complaining from a non-scout suit's perspective. . Tldr: answer this question. Why can that gal logi have so much health and is able to permanantly keep my team on his teams HUD yet I must fit multiple profile dampeners sacrificing speed yet still be picked up and easily killed? It's not 2 or more damps, it's 1 or 2 damps to get under the creo permascans. And 1 or 2 damps is certainly not gimping your suit. The gal and cal scout manage roughly 400 - 450 hp at 9 -10ms/s at 20db. If u want stealth as a priority chose 1 of those suits. Even a double damped double shields amarr scout as a pseudo gal scout will do.
I had to double take at this. Wtf is this. Are you actually suggesting stacking HP on a suit designed for speed and stealth? Not only is that akin to bring a scrub,but akin to sticking a fork in a fcking toaster.
Three complex sheild extenders nets a min scout roughly 300+ sheild HP. Two complex sheild extenders nets a am scout 212 sheild HP(personal experience.)
But I'm just asking,no offense,but do you have a serious mental deformity or something? Did you not account for the current meta of play?
Jumpy mass drivers,gal assaults with breach assault rifles,assualt hmgs?
Do you understand what damage profiles and damage mods and the rest of those modifiers mean?
Do you realize that I pack an assault rifle all the time that gets my warbarge damage bonus,my level four proficiency bonus,my equipped damage mod bonus,AND the bonus vs sheilds?
Do you realize that the fast time to kill that almsot all of dust weapons have? What does that meager little sheild of yours have to stand against the power of our weapons?
Did you properly figure in the fact that the min scout has 80 armour that's almost nonexsistant?
Considering I've run scouts and logis for my whole time as a merc,I can tell you what its like. What's it like to have such low ehp that if a heavy so much as even farts at me I die? If a flux grenade so much as dinks my Helmtet I die?
Or the rather disturbing fact that most gal logis that are permascanning tend to have a squad all with mics and shared passive and active scans?
And that logis themselves carry weapons? Or have better innate passive scans than assaults?
Ha!You can't kill me! I'm already dead!
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Git Gud Bruh
0.P.
96
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Posted - 2016.01.05 01:11:00 -
[77] - Quote
Reign Omega wrote:You don't play? Take your opinion and tuck it tightly into the smallest crevice of your arse. I agree. Im so tired of all these forum warriors who just show up on the forums to talk about fixing a game they dont play anymore. Quite surely planetside has a forum.
"Militia Internet, Proto Lag" -Zandor Suzuki
"Where's Taco?"- Ice Royal
#IFoundTaco #TacoForCPM3
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Varoth Drac
Dead Man's Game Preatoriani
2
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Posted - 2016.01.05 01:37:00 -
[78] - Quote
The cloak needs a minor buff. I suggest a shorter decloak delay. It's annoyingly long. I agree we need it, but not as long as we have it.
All scouts need the damp bonus, not just Gal and Cal. Without it the Am and Min scouts will always be inferior. Bonuses can be re-jigged to make this work.
Focussed scanners need a range nerf. Rattati dropped the range nerf in favour of squad only sharing. But this is no longer a drawback as the whole team is in one squad. The extra drawback should be swapped back to reduced range.
Profile dampeners maybe should be high slot modules. Scouts need speed and stealth. Having both these modules on low slots hurts balance. This is a big reason why Cal scouts aren't as useful.
These are a few small changes that would help scouts keep up with the competition and improve racial balance. |
Medical Crash
Systematic Engineers Unlimited
413
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Posted - 2016.01.05 02:16:00 -
[79] - Quote
Echo 1991 wrote:maybe deadcatz wrote:Lol every time I here someone go "kincats break hit detection" I know that they're really saying is "I can't keep track of a moving target because I have no gungame" first off I've killed plenty and have been killed by plenty of scouts.
And here's the thing. They don't move fast enough to break hit detection at all. My internet is good and I can easily compensate for the rare lagspikes because dust is a laggy game and sometimes hitboxes aren't aligned with the player models.
I've speedtanked before and serpentined very well and I still get hit. Because those people had aim. I've never seen shots come at me and hit me and not have my health decrease,every time I was shot I lost health.
For the people that whine about kincats think about it.
A:you have to stop to regain stamina B: lowslots dedicated to speed instead of armour C:cannot attack while sprinting.
In response to some of the above people. A:scouts in dictionary terms:someone sent ahead of the main force to gauge the enemy force. B:the term for scout in dust means that they are meant for stealth and assassination(as described by the description) C:scouts have weapons,and I doubt someone will let them get away if spotted,therefore a scout needs to kill just like all the other suits. Even logistics get weapons.
There already is a balance between health,speed and ewar,you can only have two of the three but ewar is broken for the amarr and min scouts and all suits vs a gal logi so people just go for HP and speed unless they run gal scout.
Problem is the creodron flux active scanner and gallente logistics destroys any stealth the scouts may have. So unless the precision on the flux active scanner is nerfed or all scouts get a bonus to scan profile then the never ending cycle will just continue. I think the Gal logi bonus to precision should be nerfed slightly from 5% per level to 3% that way it should mean that 2 damps should get all scouts under the scans or 1 damp and a proto cloak. As for the whole inner ring argument, no it shouldn't be as good as it is but it only has a 6m radius. You can literally hide anywhere outside that radius and most things will never see you, and as scouts are so fast you could get to them and kill them before you appear on their TacNet. I would suggest lowering the inner ring to maybe 4-5m or buffing the range slightly at the cost of precision. Jesus Christ people, do NONE of you remember the period of time when Gal Scouts Dampning was OP? Why do some of you want to go back to those days? The scanner is not the biggest issue it's dampnings strength. Anytime CCP messes with this it screws everything else up.
I say scanners are fine as is, leave dampners and scanning as is. It can and will get worse if altered.
You know if CCP starts messing with this again they WILL break something. I sometimes wonder if they do this intentionally.
You people want 100% scan immunity, and it's not happening, just accept it. That is too powerful, 100% scan proof fits should NOT exist. Doesn't matter if a scout has only 10 HP, scan immunity in good hands is the most dangerous thing in DUST, and you all know that.
This thread is reminding of the tank/AV threads, the debate never ends...... (Take out fuel injectors out of the game and watch tank use plummet)
My YouTube Channel
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Medical Crash
Systematic Engineers Unlimited
413
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Posted - 2016.01.05 02:25:00 -
[80] - Quote
Varoth Drac wrote:The cloak needs a minor buff. I suggest a shorter decloak delay. It's annoyingly long. I agree we need it, but not as long as we have it.
All scouts need the damp bonus, not just Gal and Cal. Without it the Am and Min scouts will always be inferior. Bonuses can be re-jigged to make this work.
Focussed scanners need a range nerf. Rattati dropped the range nerf in favour of squad only sharing. But this is no longer a drawback as the whole team is in one squad. The extra drawback should be swapped back to reduced range.
Profile dampeners maybe should be high slot modules. Scouts need speed and stealth. Having both these modules on low slots hurts balance. This is a big reason why Cal scouts aren't as useful.
These are a few small changes that would help scouts keep up with the competition and improve racial balance. I really don't want the terror that was Scout514 to happen again. No, if CCP starts messing with scouts/dampning/scanners, we'll be going back to the dark ages.
Only thing keeping the easy mode 100% scan proof crutch suit fits from being spammed in DUST again are the scanners. Say what you guys want against Active Scanners, but the fact remain they ARE avoidable if you stack enough Dampners.
I like how it is right now, Scouts must sacrifice all else to gain near 100% scan immunity. Fitting themselves properly they can evade Galogi Proto Flux scans.
My YouTube Channel
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Adipem Nothi
Nos Nothi
18
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Posted - 2016.01.05 02:33:00 -
[81] - Quote
Medical Crash wrote:Jesus Christ people, do NONE of you remember the period of time when Gal Scouts Dampning was OP? Why do some of you want to go back to those days? The scanner is not the biggest issue it's dampnings strength. Anytime CCP messes with this it screws everything else up.
I say scanners are fine as is, leave dampners and scanning as is. It can and will get worse if altered.
You know if CCP starts messing with this again they WILL break something. I sometimes wonder if they do this intentionally.
You people want 100% scan immunity, and it's not happening, just accept it. That is too powerful, 100% scan proof fits should NOT exist. Doesn't matter if a scout has only 10 HP, scan immunity in good hands is the most dangerous thing in DUST, and you all know that.
This thread is reminding of the tank/AV threads, the debate never ends...... (Take out fuel injectors out of the game and watch tank use plummet) You act as though even a slight adjustment would somehow return us to Scout 514. Do you have any clue how much has changed since 2014 when Scouts were last OP?
* Nerfs to cloak active damp bonus. * Nerfs to cloak pool. * Nerfs to cloak recovery. * Cloakblind (passive scan range reduced by 85% while cloaked). * Fire-from-cloak fix ... plus a wonky, 3-second equip/unequip delay. * Massive nerfs to passive scans and Scout EWAR (via Falloff). * Get-out-of-jail-free, squad-shared inner rings (via Falloff). * Massive buffs to Active Scans. * Removal of directional indicator on passives. * Buffs to Assault base HP. * Buffs to Assault slot count. * Buffs to Assault regen. * Buffs to Assault DPS. * Buffs to Logi EWAR. * Delayed RE fuses. * Myofibs. * Bandwidth. * ...
The Scout witch hunt is over. It's been over for a very long time. People are finally realizing that the mounding Scout nerfs might've been a bit overdone. You're telling us that there can't possibly be functional middle ground between overpowered Scouts of yesterday and what we have today? That any minor tweak will somehow circumvent all of the changes above? And that anyone who says otherwise just wants Scouts to be OP?
Sounds to me like you're grasping at straws.
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MexXx Dust-Slayer
Fatal Absolution
553
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Posted - 2016.01.05 11:24:00 -
[82] - Quote
maybe deadcatz wrote:I had to double take at this. Wtf is this. Are you actually suggesting stacking HP on a suit designed for speed and stealth? There are no speed or stealth modules for the high slots of scouts, ALL SCOUTS SHIELD TANK, in their optimal competitive fits because all scouts have high inherent shield regen, which is why stacking shields on them is optimal, it suits the scouting role of hit and run tactics, you would need to fit armor reps to not even come close to the innate regen of shields on scouts, this is why the cal is the most survivable (bar scrambler hard counter) and the gal is the best overall because it dual tanks and maintains the fastest speed while under the permascans, this is partially also why the amarr scout is the worst scout, because the precision bonus suggests you should fit precision modules in the highs, thus leaving you with barely any shield, and basically only armor tank which you leaves you with tough choices between kincats, damps, armor plates and armor reps. From what it looks like, you're not meant to damp the amarr scout, you're meant to tank it, but the armor hp is the laughable because of how slow the suit is, and how slow the armor regens. I would like to see the amarr scout with a 1 high 5 low slot layout, giving a better combination of speed, hp, ewar, and a precison buff to compensate.
maybe deadcatz wrote:Three complex sheild extenders nets a min scout roughly 300+ sheild HP. Two complex sheild extenders nets a am scout 212 sheild HP(personal experience.) those shield extenders more than double your survability vs armor weapons on an amarr scout and gal scout.
maybe deadcatz wrote:But I'm just asking,no offense,but do you have a serious mental deformity or something? Did you not account for the current meta of play?
Jumpy mass drivers,gal assaults with breach assault rifles,assualt hmgs?
Do you understand what damage profiles and damage mods and the rest of those modifiers mean?
Do you realize that I pack an assault rifle all the time that gets my warbarge damage bonus,my level four proficiency bonus,my equipped damage mod bonus,AND the bonus vs sheilds?
Do you realize that the fast time to kill that almsot all of dust weapons have? What does that meager little sheild of yours have to stand against the power of our weapons?
Did you properly figure in the fact that the min scout has 80 armour that's almost nonexsistant? You keep digging your grave deeper. You're not meant to face any of those listed cases head on anyway, if you do, you're not scouting properly and you're taking a risk and fighting battles with the lower hand.
maybe deadcatz wrote:Considering I've run scouts and logis for my whole time as a merc,I can tell you what its like. What's it like to have such low ehp that if a heavy so much as even farts at me I die? If a flux grenade so much as dinks my Helmtet I die?
Or the rather disturbing fact that most gal logis that are permascanning tend to have a squad all with mics and shared passive and active scans?
And that logis themselves carry weapons? Or have better innate passive scans than assaults? You are contradicting yourself, you're telling me I have a mental deformity when you're complaing about having low hp and then asking me why stack hp on a suit made for speed and stealth. Once again I say, all scouts get under the gal logi permascans. The gal and cal are extremely effective with 1 damp, the amarr and min need 2 damps because the amarr scout has a scout hunter bonus and the min scout has a OHK almost every suit bonus. |
Sbundo'D
Dead Meta Game
184
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Posted - 2016.01.05 11:57:00 -
[83] - Quote
*PC and any other mode Scout here
You make the trade-off.. harder to detect for easier to kill.. it's your choice.
Don't get me wrong, the DPS on some weapons is too strong and is hella OP Vs Scouts But. the aim is to kill him before he can engage you, if you are not doing that, you're doing it wrong.
This thread is just screaming "it's not fair, I want it to be easier for me"
But at the same time there are some good points.. but they are useless without the following..
- EWAR rework - Skill Bonus changes (Scout Bonus = reduction to Scan Profile) - Changes to Racial bonus for CA/GA to account for this ^ - Cloak Field Skill = Reduction to Cloak fitting on Scouts
? Hp is interesting.. as it is all scouts shield tank, I'd know all 4 races I have have shields - the issue here is Armour is useless without reps, which you don't have the slots for on top on damps = Armour is useless.. what could be changed here I wonder..
I scouted before it was good, when it was OP, and all through the rise of Leapfrog Assaults so far.. they work..
The only thing I am certain of, for CCP to make the right changes to Scouts, they need to make changes to near everything. |
Sbundo'D
Dead Meta Game
184
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Posted - 2016.01.05 12:00:00 -
[84] - Quote
The result would be to even the dampening for each scout,
so 1 damp = hard to scan, 2 damps = invisible..
The problem doing this is players like Saxonmish/Rafa/LHughes may decide to go back to slayer Scouts *sigh* CCP can balance the suits, but they have no control over the scrubs |
Adipem Nothi
Nos Nothi
18
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Posted - 2016.01.05 17:35:00 -
[85] - Quote
Sbundo'D wrote:The result would be to even the dampening for each scout, so 1 damp = hard to scan, 2 damps = invisible.. The problem doing this is players like Saxonmish/Rafa/LHughes may decide to go back to slayer Scouts *sigh* CCP can balance the suits, but they have no control over the scrubs Should they, those slayer scouts would find themselves far less efficient than the imbalanced slayer scouts from times past. I think it important to point this out to those who might otherwise associate the phrase "slayer scout" with the mess we witnessed following Uprising 1.8. While mercs in Scout suits killing things does not necessarily translate to imbalance, mercs in Scout suits killing more efficiently than anything else on the field absolutely translates to imbalance. This is what we observed following 1.8. Assaults were displaced as Scouts were more efficient at killing things.
Which brings us to another major difference between now and then. Assaults today are much stronger than the Assaults from Uprising 1.8. More hitpoints. More slots. Better regen. Better DPS. And better mobility for those running myofibs.
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Sbundo'D
Dead Meta Game
187
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Posted - 2016.01.05 23:23:00 -
[86] - Quote
The "Slayer Scouts" I mention...
Used CA/GA Scouts and Proto Cloak (while it had stronger damp bonus)
The result was a 700+ HP Scout that was hard to detect..
I recall fighting Rafa in particular, with 2 Shield Ext and 500+ armour on a Gk.0 Scout - incase he reads this and thinks he made an impression.. he did.. as the biggest scrub I have ever seen |
Adipem Nothi
Nos Nothi
18
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Posted - 2016.01.06 03:21:00 -
[87] - Quote
A 700HP Scout? That can't be true.
Whatever you think you saw, good sir, it can't possibly have happened. I have it on good authority from CPM1 that the high-hitpoint Scouts referred to as "Assault Lite" did not really exist. Assault Lite was fable cooked up by the Barbershop. Zatara Rought himself said so. Why would he lie?
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Adipem Nothi
Nos Nothi
18
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Posted - 2016.01.06 04:02:00 -
[88] - Quote
But if he was lying ...
It certainly wouldn't have hurt to implement a class-wide efficacy bonus to profile dampeners. No damps? No profile bonus. Want to stack HP modules on your Scout suit and pretend to be an Assault? That's fine, but you're going to get scanned like an Assault.
Should profile normalization gain any traction, it might not be a bad idea to bundle dampener efficacy alongside it. Just in case.
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korrah silain
True Illuminate
206
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Posted - 2016.01.06 08:23:00 -
[89] - Quote
I love the false dichotomy here and assumption that high slots are/will only optimally be used for shields, and lows are/will only be used for armor, and that's why we need to make damn sure that the scouts need to fill all their module slots with dampeners so that they are still killable. That's bullshit for four simple reasons: kin cats, precision extenders, cardiac regulators and myofibs. Let me ask you a question: have you ever heard the perspective that to make better suits you play to the suits inherent strengths? That is stack health on heavies, etc? HP stacking scouts would be stupid, especially considering that they really can't turn invisible even with stealth (seriously are you saying that you can't see a cloaked scout on the move at all? Because that's a dirty lie and you know it) not would be far more efficient to equip biotics or ewar modules, play to strengths and all.
The other thing that bothers me is how this threads proclamations that one can duck permascan by running two dampners, which is flawed for two reasons: 1) it assumes every one does, can, and will run proto, and 2) it assumes level 5 in all skills. Normally skill and equipment imbalance only gives an edge, that is with proper gun game and tactics an adv, of std assault, for example can take a proto assault out, the scout however lives or dies on its stealth. You have all said it yourself multiple times "if you are going in for a frontal assault you are doing it wrong" well guess what permascan FORCES us to do? It turns everything into a frontal assault. So, essentially where we are at to duck permascan is use all to half of the low slots which could be contributing to our mobility in order to be able to fulfil our role. I challenge you to point to another class who requires a third of their modules to be used in a certain way (assuming, of course you are sufficiently skilled, and wealthy enough to run them at proto levels, and not compromise your fitting) or be reduced to hoping and praying that a common meta strategy by some slight miracle of the ancestors' mercy doesn't show up in a match. Can you point to any? At all? Stop fearing the theoretical hp stacked slayer scout of yesterday which has been made largely infeasible by other buffs, and other nerfs, and let us do our goddamn job you cowards.
you ever get to that point where you know you should sleep, but ya just...dont? yeah...me too.
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Mexxx Dust-Slayer
Fatal Absolution
555
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Posted - 2016.01.06 10:03:00 -
[90] - Quote
korrah silain wrote:The other thing that bothers me is how this threads proclamations that one can duck permascan by running two dampners, which is flawed for two reasons: 1) it assumes every one does, can, and will run proto, and 2) it assumes level 5 in all skills. The same can be said about permascans: it assumes it's a maxed level 5 proto gal logi with proto scans filling QQ-half to all of its equip. slots with scans-QQ.
Also, it's only 2 proto damps if you're running an amarr or min scout. You can get under PROTO permascans with gal or cal scout with 2 BASIC DAMPS. Or 1 basic and 1 enhanced damp if you only have level 3 in damps. The min and amarr scout are not as stealth focused because their bonuses are for another job. This is why we look at PC for balance issues, because everyone is most likely maxed out in the role they are using.korrah silain wrote:You have all said it yourself multiple times "if you are going in for a frontal assault you are doing it wrong" well guess what permascan FORCES us to do?. it only takes 1 damn proto damp to get under permascans. Or 2 if you're using the min or amarr scout.
korrah silain wrote:It turns everything into a frontal assault. So, essentially where we are at to duck permascan is use all to half of the low slots which could be contributing to our mobility in order to be able to fulfil our role. 1 damn damp to get under proto permascans, 2 on the min and amarr which all can still fit a kincat to be more mobile.[/quote]
korrah silain wrote:I challenge you to point to another class who requires a third of their modules to be used in a certain way (assuming, of course you are sufficiently skilled, and wealthy enough to run them at proto levels, and not compromise your fitting). In the same why you assume it's a level 5 proto gal logi with level 5 proto scans, we can assume it's a proto scout with level 5 damps that has to be compared to it. |
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