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SoCal Ninja
260
|
Posted - 2012.07.17 04:53:00 -
[121] - Quote
Sorry guys, haven't been around to bump the thread or add the new loadouts, but I'm doing it now.
As for the questions about Armor Plates and Kinetic Catalysts you could check my stat guides on them in the front of the thread :D
Standard is -3% to movement Advanced is -5% to movement Prototype is -10% to movement
It's actually better to have 3 standard Armor plates than 1 complex one because it will net you more armor for less PG and Speed reduction. But it takes up all three slots. Having a complex armor plate would lower you to 5 m/s movement and 7 m/s sprint. But if you throw 2 complex kinetic catalysts to balance it out you could max your speed at 8.7 sprint. It would take a huge chuck out of your PG though... don't even know if it's possible. Before weapons or equipment or shields you'd have 41 PG on the suit with a max of 75 fully upgraded. All so you could run at 8.7 with 230 armor and 117 shielding. I don't think scouts should be armor tanking. Maybe if you wanted to take the hit to movement, but it almost turns you into an assault with 2x shielding. I'm curious if this build works for you. My personal tastes make me never sacrifice speed, but dust is for the experimenters so have at it!
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Norbar Recturus
Algintal Core Gallente Federation
119
|
Posted - 2012.07.17 05:00:00 -
[122] - Quote
Hello Gentlemen!
I recently finished a pretty in-depth review of LAVs in the feedback forum. If you wouldn't mind taking a look at it and dropping your two cents, it would be appreciated. The LAV is really the Scout's vehicle of choice. Do our class a favor and make sure it gets the attention that it needs from the developers!
Damn forum won't let me post the link so I leave it to you gentlemen to find it.
Stay Frosty.
-=Norbar=- |
SoCal Ninja
260
|
Posted - 2012.07.17 05:37:00 -
[123] - Quote
Okay, sorry again for the slow addition time, but I've just added 3 new loadouts to the thread.
Happy min/maxing everyone! |
SoCal Ninja
260
|
Posted - 2012.07.17 05:39:00 -
[124] - Quote
Norbar Recturus wrote:Hello Gentlemen!
I recently finished a pretty in-depth review of LAVs in the feedback forum. If you wouldn't mind taking a look at it and dropping your two cents, it would be appreciated. The LAV is really the Scout's vehicle of choice. Do our class a favor and make sure it gets the attention that it needs from the developers!
Damn forum won't let me post the link so I leave it to you gentlemen to find it.
Stay Frosty.
-=Norbar=-
Here's the link :)
Also, I just added your thread to my guide so that everyone can see it :) |
Shutter Fly
Planetary Response Organisation Test Friends Please Ignore
26
|
Posted - 2012.07.17 06:17:00 -
[125] - Quote
I'm back with a report on the Nova Knife fitting that I promised to work on. Well, let's just say that Dust isn't ready for it yet. The knife hit detection is still a bit too buggy to rely on it as a primary source of kills. In my tests with two Comblex Myofibril mods on a Type-A suit, I was almost completely unable to hit moving enemies. However, I managed to sneak up on a heavy and killed him in two hits from full shields and armor. I'm not going to post the exact fittings, it just didn't prove to be effective.
Since my knifing excursion failed miserably, I will post my favorite fitting. I can regularly get 20+/10- games with it.
Purpose: Move fast, be everywhere, blow stuff up.
Description: Made for keeping REs equipped a majority of the time in order to increase speed. Speed boost makes it very easy to avoid damage and bait enemies into REs and shotgun ambushes. Running and jumping with REs allows you to throw them much further or be at a safe distance as soon as they hit the ground. Ideal for quickly taking multiple objectives and requiring the enemies to spread their forces out, then further hindering them with REs planted at consoles. Shotgun can be a devastating killer around objectives with a highly leveled Weaponry skill, one shot will kill all but the bulkiest Assault suits, two will kill anything less than a stacked Heavy suit.
Cost: >20,000 ISK
Dropsuit: Scout A-Series
CPU: No specifics ATM (Electronics LV4 is required) (Light Weapon Upgrade may be required)
PG: (Not too important, it works)
Sprint Speed: 9.70 m/s
Light Weapon: KR-17 Breach Shotgun
Grenades: Locus Grenades
Equipment Slot 1: Remote Explosives
Low-Power Module Slot 1: Basic Shield Extender Low-Power Module Slot 2: Basic Shield Recharger
High-Power Module Slot 1: Complex Kinetic Catalyzer High-Power Module Slot 2: Complex Kinetic Catalyzer |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.07.17 06:22:00 -
[126] - Quote
I think in the case of Dust this is one case where it's hard to decide whether they should adopt the Counter Strike knife, or be more like it is now in line with Call of Duty. However, I would say it should be more treated either like Counter Strike or more like Battlefield3.
Personally I believe that knives always prove to be a hard topic for developers. They can quickly grow to be over powering and over used, or under powered and useless like it is now. It really is hard to say. |
SoCal Ninja
260
|
Posted - 2012.07.17 06:28:00 -
[127] - Quote
They need to go the Killzone route. Make it an equipable item. Keep it how it is now, but maybe fix the registry a tad. Then add a slightly longer swing time as well. Then make it so if you choose so you can pull out exclusively the knife for quick jabs if you are sneaking up on someone. |
Shutter Fly
Planetary Response Organisation Test Friends Please Ignore
26
|
Posted - 2012.07.17 06:29:00 -
[128] - Quote
Rorek IronBlood wrote:I think in the case of Dust this is one case where it's hard to decide whether they should adopt the Counter Strike knife, or be more like it is now in line with Call of Duty. However, I would say it should be more treated either like Counter Strike or more like Battlefield3.
Personally I believe that knives always prove to be a hard topic for developers. They can quickly grow to be over powering and over used, or under powered and useless like it is now. It really is hard to say. I wouldn't say it is under-powered, just bugged. If every hit that I got with the knife registered, it would have been an incredible killing weapon. Outside of unintentional hindrances, I think the knife should stay exactly how it is. Although, it probably wouldn't hurt to increase the Complex Myofibril Stimulant to a 75% bonus, so that fewer modules are needed for an OHK. |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.07.17 06:35:00 -
[129] - Quote
SoCal Ninja wrote:They need to go the Killzone route. Make it an equipable item. Keep it how it is now, but maybe fix the registry a tad. Then add a slightly longer swing time as well. Then make it so if you choose so you can pull out exclusively the knife for quick jabs if you are sneaking up on someone.
Maybe, but KILLZONE3 screwed it up, and over dramatized the whole experience. If that is the case just make it more or less like either Counter Strike or Battlefield3 then.
Edit:
I think it would be cool to do away with the knife almost and give us stock butting! Weapon flogging, and pistol whipping!
Edit+:
You know what? Screw it! I want my super beefy Power Armor and chain swords! Give me WARHAMMER40K!!! |
SoCal Ninja
260
|
Posted - 2012.07.17 06:51:00 -
[130] - Quote
Rorek IronBlood wrote:SoCal Ninja wrote:They need to go the Killzone route. Make it an equipable item. Keep it how it is now, but maybe fix the registry a tad. Then add a slightly longer swing time as well. Then make it so if you choose so you can pull out exclusively the knife for quick jabs if you are sneaking up on someone. Maybe, but KILLZONE3 screwed it up, and over dramatized the whole experience. If that is the case just make it more or less like either Counter Strike or Battlefield3 then. Edit: I think it would be cool to do away with the knife almost and give us stock butting! Weapon flogging, and pistol whipping! Edit+: You know what? Screw it! I want my super beefy Power Armor and chain swords! Give me WARHAMMER40K!!!
Yeah, only played Killzone 2. It just makes more sense to me if you have to equip your knife in order to kill someone with it. Just getting a side swipe cut on someone shouldn't kill them. |
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Blunt Smkr
Doomheim
62
|
Posted - 2012.07.17 07:12:00 -
[131] - Quote
SoCal Ninja wrote:Sorry guys, haven't been around to bump the thread or add the new loadouts, but I'm doing it now.
As for the questions about Armor Plates and Kinetic Catalysts you could check my stat guides on them in the front of the thread :D
Standard is -3% to movement Advanced is -5% to movement Prototype is -10% to movement
It's actually better to have 3 standard Armor plates than 1 complex one because it will net you more armor for less PG and Speed reduction. But it takes up all three slots. Having a complex armor plate would lower you to 5 m/s movement and 7 m/s sprint. But if you throw 2 complex kinetic catalysts to balance it out you could max your speed at 8.7 sprint. It would take a huge chuck out of your PG though... don't even know if it's possible. Before weapons or equipment or shields you'd have 41 PG on the suit with a max of 75 fully upgraded. All so you could run at 8.7 with 230 armor and 117 shielding. I don't think scouts should be armor tanking. Maybe if you wanted to take the hit to movement, but it almost turns you into an assault with 2x shielding. I'm curious if this build works for you. My personal tastes make me never sacrifice speed, but dust is for the experimenters so have at it!
didnt even notice u had all the stats an stuff for the items just made this guide 10x better lol. but i think i'm going to try to add 1 advanced armor plates, complex cpu mod, an complex kinetic (or lower if it wont fit). an i have 3 complex shield extenders on the other side. so i think that should make it easier to stay alive if it all fits. probably need to work on the skills that lower cpu use of certain items like smgs an mods that would help out maybe. i'll try it out next weekend an let u know if it works
edit: k i did all the math to see if its possible an it is. if i max out every thing i need my setup would look like this
Shield: 323.54 Armor: 211.3 Movment Speed: 5.3 Sprint Speed: 8.2 CPU/PG: 282/74 Dropsuit: scout vk.0 Light Weapon: none Sidearm Weapon:boundless breach smg Grenades: M1 locus grenade Equipment Slot 1: K17/D Nanohives Equipment Slot 2: High-Power Module 1: Complex Shield Extender High-Power Module 2: Complex Shield Extender High-Power Module 3: Complex Shield Extender Low-Power Module 1: Complex CPU Mod Low-Power Module 2: Enhanced Armor plat Low-Power Module 3: Complex Kinetic Catalyzer
math could be wrong cause i've been drinking but i'm pretty sure its rite lol |
Johnny Guilt
Algintal Core Gallente Federation
50
|
Posted - 2012.07.17 07:34:00 -
[132] - Quote
SoCal Ninja wrote:Sorry guys, haven't been around to bump the thread or add the new loadouts, but I'm doing it now.
As for the questions about Armor Plates and Kinetic Catalysts you could check my stat guides on them in the front of the thread :D
Standard is -3% to movement Advanced is -5% to movement Prototype is -10% to movement
It's actually better to have 3 standard Armor plates than 1 complex one because it will net you more armor for less PG and Speed reduction. But it takes up all three slots. Having a complex armor plate would lower you to 5 m/s movement and 7 m/s sprint. But if you throw 2 complex kinetic catalysts to balance it out you could max your speed at 8.7 sprint. It would take a huge chuck out of your PG though... don't even know if it's possible. Before weapons or equipment or shields you'd have 41 PG on the suit with a max of 75 fully upgraded. All so you could run at 8.7 with 230 armor and 117 shielding. I don't think scouts should be armor tanking. Maybe if you wanted to take the hit to movement, but it almost turns you into an assault with 2x shielding. I'm curious if this build works for you. My personal tastes make me never sacrifice speed, but dust is for the experimenters so have at it!
this sounds like a bad scout build,doesn't optaminze the scouts strengths, i cant see anyone doing this honestly. 230 armor and 117 shielding is practically nothing when you still killed by everything in afew hits. |
SoCal Ninja
260
|
Posted - 2012.07.17 07:42:00 -
[133] - Quote
Johnny Guilt wrote:SoCal Ninja wrote:Sorry guys, haven't been around to bump the thread or add the new loadouts, but I'm doing it now.
As for the questions about Armor Plates and Kinetic Catalysts you could check my stat guides on them in the front of the thread :D
Standard is -3% to movement Advanced is -5% to movement Prototype is -10% to movement
It's actually better to have 3 standard Armor plates than 1 complex one because it will net you more armor for less PG and Speed reduction. But it takes up all three slots. Having a complex armor plate would lower you to 5 m/s movement and 7 m/s sprint. But if you throw 2 complex kinetic catalysts to balance it out you could max your speed at 8.7 sprint. It would take a huge chuck out of your PG though... don't even know if it's possible. Before weapons or equipment or shields you'd have 41 PG on the suit with a max of 75 fully upgraded. All so you could run at 8.7 with 230 armor and 117 shielding. I don't think scouts should be armor tanking. Maybe if you wanted to take the hit to movement, but it almost turns you into an assault with 2x shielding. I'm curious if this build works for you. My personal tastes make me never sacrifice speed, but dust is for the experimenters so have at it!
this sounds like a bad scout build,doesn't optaminze the scouts strengths, i cant see anyone doing this honestly. 230 armor and 117 shielding is practically nothing when you still killed by everything in afew hits.
Exactly, you get far greater return from shield stacking or sprint speed or both. |
howard sanchez
Conspiratus Immortalis
448
|
Posted - 2012.07.17 17:37:00 -
[134] - Quote
SoCal Ninja wrote:STB-stlcarlos989 EV wrote:You guys forgot to mention the scout's biggest weakness... Running into Me . Haha, see now I actually don't want people to write this post off as just chest-beating because carlos has a point. The way carlos plays is very anti-scout. He is very good and leading scouts into the open and keeping distance between him and the attacking scout. He baits his enemies around corners, and will run from a fight to get a better position. Carlos is a skilled assault player and the best way to really deal with his tactics of baiting are to run the opposite way and try to disappear for a flanking strike.
SoCal, big fan of this thread and your approach to DUST. Thanks
And insight like this, in this beta forums, is the kind of advertising that will get your corp a contract from my corp for tactical insight, training and consultant work.
BZ |
howard sanchez
Conspiratus Immortalis
448
|
Posted - 2012.07.17 17:46:00 -
[135] - Quote
SoCal Ninja wrote:Rorek IronBlood wrote:
Is the Type-II scout suit worth it?
......... You give up 12 PG, 30 shields, a sidearm, and some speed, but gain 11 CPU, 45 armor, and an extra equipment slot. (Note... losing more PG than CPU gained seems wrong to me, could someone double check that stat. I feel like we may have found another stat error, that number should be about 3-4 to be balanced agains 11 CPU.) now as far as survivability goes, I value the shields and speed more than the armor and equipment. But if you want utility, a scout can gain a huge benefit from that extra equipment slot. In my opinion, you just loose too much to not justify the gain, but I wouldn't mind having a class or two with this suit just incase you needed uplinks and nanohives, or some other combination for group support. I could see Type-II becoming the best low tier healer dropsuit. MD or AR, Nanohives, Nano Injectors, and some HP boosters would make you quite an asset to the team.
Let's not forget that, as beta testers, we are currently looking at DUST through a hole in the fence. There is likely to be equipment options (maybe even a lot more in the next build) that will make certain slot layouts a musthave.
We haven't even seen electronic warfare stuff or detection, or jamming, or CLOAKING |
Blunt Smkr
Doomheim
62
|
Posted - 2012.07.17 18:10:00 -
[136] - Quote
Shutter Fly wrote:Rorek IronBlood wrote:I think in the case of Dust this is one case where it's hard to decide whether they should adopt the Counter Strike knife, or be more like it is now in line with Call of Duty. However, I would say it should be more treated either like Counter Strike or more like Battlefield3.
Personally I believe that knives always prove to be a hard topic for developers. They can quickly grow to be over powering and over used, or under powered and useless like it is now. It really is hard to say. I wouldn't say it is under-powered, just bugged. If every hit that I got with the knife registered, it would have been an incredible killing weapon. Outside of unintentional hindrances, I think the knife should stay exactly how it is. Although, it probably wouldn't hurt to increase the Complex Myofibril Stimulant to a 75% bonus, so that fewer modules are needed for an OHK.
yea the knife damage is pretty good as long as u hit ur target i just think they need to extend the reach just a bit. an maybe add more passive skills like knife speed or something. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.17 18:13:00 -
[137] - Quote
SoCal Ninja wrote:
Exactly, you get far greater return from shield stacking or sprint speed or both.
10.36 m/s fastest a scout can go. i love it, and when the reset comes i'll feel like a turtle.. |
Daddrobit
Pink Fluffy Bounty Hunterz RISE of LEGION
277
|
Posted - 2012.07.17 18:49:00 -
[138] - Quote
I have a question about your DPS stats.
Prior to this, I had done charts for most of the weapons myself, and while most all of the data matched up, DPS seemed off to me.
Take the Ishukone Assault smg for example. You place it at 243.2 minimum. Yet I find it at 282.9? So then I tried seeing if you weren't adding in base weapons of %5 and smg op of %25 and just used the true base damage, but then I came out to 217.6.
I found other weapons to be off in dps as well. Are we just using different algorithms? Do skill multipliers work differently than I had previously thought?
Here's mine.
Base damage multiplied by any skill multipliers to find damage per hit increase. Add to base damage.
ROF divided by 60 to find the number of rounds fired in a second. Multiply that by the accuracy to see how many hit. Then multiply that by the damage to see the DPS.
Example:
X~~ = number is repeating
Base skill multipliers:
Weapons 1 for %5 Smg op for %25
Total: %30 multiplier
24*.3=7.2 24+7.2=31.2
1052.6/60=17.543~~ 17.543~~*.517=9.069903~~ 9.069903~~*31.2=282.980984
282.9 DPS.
Other than that, awesome thread, tons of useful stats. +1 |
SoCal Ninja
260
|
Posted - 2012.07.17 20:53:00 -
[139] - Quote
Daddrobit wrote:I have a question about your DPS stats.
Prior to this, I had done charts for most of the weapons myself, and while most all of the data matched up, DPS seemed off to me.
Take the Ishukone Assault smg for example. You place it at 243.2 minimum. Yet I find it at 282.9? So then I tried seeing if you weren't adding in base weapons of %5 and smg op of %25 and just used the true base damage, but then I came out to 217.6.
I found other weapons to be off in dps as well. Are we just using different algorithms? Do skill multipliers work differently than I had previously thought?
Here's mine.
Base damage multiplied by any skill multipliers to find damage per hit increase. Add to base damage.
ROF divided by 60 to find the number of rounds fired in a second. Multiply that by the accuracy to see how many hit. Then multiply that by the damage to see the DPS.
Example:
X~~ = number is repeating
Base skill multipliers:
Weapons 1 for %5 Smg op for %25
Total: %30 multiplier
24*.3=7.2 24+7.2=31.2
1052.6/60=17.543~~ 17.543~~*.517=9.069903~~ 9.069903~~*31.2=282.980984
282.9 DPS.
Other than that, awesome thread, tons of useful stats. +1
My DPS is run a little differently and assume that you hit with every round. I'll get into addressing the other differences with you, but I'm kinda busy today, and have a backlog of loadouts that need to be added in. Thanks for taking a look at them though, they were in trust kinda a rushed job. |
SoCal Ninja
260
|
Posted - 2012.07.18 02:00:00 -
[140] - Quote
Also, I'm accounting for reload time in my equation. And I only do the calculation for one round or clip, because max ammo varies between the guns enough to make some guns have an inflated DPS |
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SoCal Ninja
260
|
Posted - 2012.07.18 05:38:00 -
[141] - Quote
RolyatDerTeufel wrote:SoCal Ninja wrote:
Exactly, you get far greater return from shield stacking or sprint speed or both.
10.36 m/s fastest a scout can go. i love it, and when the reset comes i'll feel like a turtle..
I've always wondered about sprint speed. Is that stat for a typical weapon sprint or is it for your max sprint capacity i.e. carrying RE, Drop uplinks, or nanohives. Because your run speed depends on what you have in your hands.
Obviously not a question for you, but just thinking aloud. |
SoCal Ninja
260
|
Posted - 2012.07.18 16:27:00 -
[142] - Quote
alright, later today, I'm going to start discussion for how to win ambush. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.18 16:31:00 -
[143] - Quote
SoCal Ninja wrote:alright, later today, I'm going to start discussion for how to win ambush.
Have a tank on a hill (Pokey Dravon's) + SoCal Ninja's scout suit with shotgun
that match was horrible for me.. lol |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.07.18 16:44:00 -
[144] - Quote
This weekend I'm going to try to max out the CPU (Computer Processing Unit) and PG (Power Grid) output the maximum without using a module, and find out what will be the maximum of all of the other suits as well. I'll write all of the stats (attributes) down and the post all of my findings here for everyone. I got my calculater ready for either today or tomorrow, either or. Actually I'll most likely post the maximum stats that each scout suit will have (minus any modules).
(^_^) |
SoCal Ninja
260
|
Posted - 2012.07.18 21:56:00 -
[145] - Quote
Should already have the max stats in the scout dropsuit table. But it will have a decimal and i'm not sure if it rounds up or down. |
SoCal Ninja
260
|
Posted - 2012.07.18 21:58:00 -
[146] - Quote
RolyatDerTeufel wrote:SoCal Ninja wrote:alright, later today, I'm going to start discussion for how to win ambush. Have a tank on a hill (Pokey Dravon's) + SoCal Ninja's scout suit with shotgun that match was horrible for me.. lol
Really? I could have sworn I don't do well against your SMG. |
SoCal Ninja
260
|
Posted - 2012.07.18 23:35:00 -
[147] - Quote
Naming conventions for Communications
Working on making some good looking maps. This one is for designating names for sections of the map. This is one of the services I will be providing from my corp btw... |
Blunt Smkr
Doomheim
62
|
Posted - 2012.07.19 00:04:00 -
[148] - Quote
SoCal Ninja wrote:Naming conventions for CommunicationsWorking on making some good looking maps. This one is for designating names for sections of the map. This is one of the services I will be providing from my corp btw...
very nice +1
its going to make talking bout strategies alot easier
oh an the trench in the comm map is so pointless its a death trap usually lol just thought i point that out |
SoCal Ninja
260
|
Posted - 2012.07.19 00:09:00 -
[149] - Quote
Blunt Smkr wrote:SoCal Ninja wrote:Naming conventions for CommunicationsWorking on making some good looking maps. This one is for designating names for sections of the map. This is one of the services I will be providing from my corp btw... very nice +1 its going to make talking bout strategies alot easier oh an the trench in the comm map is so pointless its a death trap usually lol just thought i point that out
was thinking of calling it death trap but didn't want it to be confused with death alley lol |
Blunt Smkr
Doomheim
62
|
Posted - 2012.07.19 00:17:00 -
[150] - Quote
SoCal Ninja wrote:Blunt Smkr wrote:SoCal Ninja wrote:Naming conventions for CommunicationsWorking on making some good looking maps. This one is for designating names for sections of the map. This is one of the services I will be providing from my corp btw... very nice +1 its going to make talking bout strategies alot easier oh an the trench in the comm map is so pointless its a death trap usually lol just thought i point that out was thinking of calling it death trap but didn't want it to be confused with death alley lol
lol yea i think if they added some cover in there or make it a tunnel it would be alot better. but rite now u fall in there u have one way out a ***** ladder that u well probably get shot trying to climb lol |
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