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Avenger 245
Crux Special Tasks Group Gallente Federation
477
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Posted - 2012.08.25 03:34:00 -
[1] - Quote
Scout are being abused in this build which has lined them up in the nerf gun sight. All the threads mention them to some degree and their overpoweredness, so I came into this build on the look out for scouts and issue related to them so far what I noticed is this
>thier high stafing speed paired with a person leading his target to hit it cause people to miss when they are shooting a strafing scout.
>their lightning fast movements and agility nean they move faster than are gun can track or are brains can keep up
These two things are why scouts are so hard to hit combined with hit detection and lag spikes they are op. But I don't think a nerf is what's needed they are scouts right, light and fast?
GÇó tweak all suits tracking speed by margins of 3% until all turning speeds of all the suits ate pretty well balanced witg their streagth and weakness in mind. (heavy need some love)
GÇó the movement of all suits need to be tweaked up and down until its proper balanced with the suits streagths and weakness do this by margins of 3% until its just right (scouts need a 3 to 9% slower movement and assaults should be tad faster this is wete the tweaking by margins would be handy)
I think some tweaking is in order overall rather than a hard nerf to scouts.
GÇó a simple game mechanic to help agianst strafing if anyones interested is to cause a slight pause when a player changes direction like in strafing tje pause would be no more than 15mili seconds
GÇó a interesting game mechanic would be to have suits move slower when going up hill and faster when going down hill.
Here the first thread on my 6 part testing of this new build https://forums.dust514.com/default.aspx?g=posts&t=33039&find=unread |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.08.25 05:37:00 -
[2] - Quote
I can understands some people calling for a flat nerf though. I just played a game where do to lag the scout just appeared in places and never seem to acyually move to them like he just teleported there. I know this is do to lag and ping and those kinda things something ccp needs to get right. But I think even after a few awful experiences with scout opmess and abuse that teeaking would be better |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.08.25 16:16:00 -
[3] - Quote
Pokey Dravon wrote:Hmm scouts are thin, lightweight, fast units designed to speed tank....yeah they're working as intended. If you want to do some very minor tweaking that's fine, but scouts are very close to where they should be, in fact all the suits feel like they're around where they should be.
The problem lies within hit detection, which is obviously an ongoing work in progress. So stop complaining about scouts, they're not broken, the hit detection is. As someone stated before, a fix to that is enough of a nerf to the scout suit Hit detection is a major issue but I'm just asking for all the suits to be tweaked.a bit, not noticable but enougg to affect them. When a scout runs across the screen faster than I can realize he is even on my screen they are to fast.
However the scouts are suppose to be fast which is why a 3% decrease would help it would hardly affect scout and how they play, but it would slow them down just enough.
Jin Robot wrote:Also after rereading the op it seems as if you want all classes to be barely different. Heavies dont need love, they have more armor. Its a balance, pros and cons. Maybe you want gta multiplayer, all the players in that have the same turn speed.
I not asking for them to be the same just tweak there stats a small bit 3% increase and decrease in certain states eould subtle affect the scouts but wouldn't change them outright.
Moderation in tweaking is all I'm asking for very.small very minor changes that people wouldn't notice but would balance out the suits compared to each other. I hope I clarifed it a better than my op
Pokey Dravon wrote:Hmm scouts are thin, lightweight, fast units designed to speed tank....yeah they're working as intended. If you want to do some very minor tweaking that's fine, but scouts are very close to where they should be, in fact all the suits feel like they're around where they should be.
The problem lies within hit detection, which is obviously an ongoing work in progress. So stop complaining about scouts, they're not broken, the hit detection is. As someone stated before, a fix to that is enough of a nerf to the scout suit
That's all I think is necessary very small amounts of tweaking to all suits turn speeds and to all suits movement just enough so we cant notice it but still there and balancing it out.
What I'm suggesting, you wouldn't even notice
(Forgive spelling mistakes did this on my phone) |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.08.25 22:43:00 -
[4] - Quote
Bo Tracta wrote:Here's something I said in a similar thread, what the OP said about pauses while strafing reminded me -
"If there was proper inertia on player movement then twitch strafing might not be such a problem, because when suddenly trying to go in the opposite direction the player would virtually stop for a split second, giving you a chance to get a few decent shots in.
Obviously scouts would still be less affected by this than other classes, but it might be enough to lessen their CQC advantage a bit and keep them moving straight around their opponent and moving from cover to cover, like they should be.
BTW it's not just scouts that are capable of twitch-strafing, all the suits (apart from heavies probably) can move side-to-side erratically to avoid bullets, I've done it with a type-1 logi."
i like that idea it would be a very basic fix stopping when they change direction.
going to have to forgive spelling mistakes i doing this on my phone so i have no clue what im typing. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.08.26 00:44:00 -
[5] - Quote
Pokey Dravon wrote:Abron Garr wrote:No suit should strafe faster than a suit can track. Isn't that kind of the idea behind speed tanking?
I think they are supposed to move fast and be quick but not faster than a player who see them, reacts first, and is accurate enough to hit, the player with all this going for them shouldn't be limited by having all those advantages and then gets stonewalled by not being able to keep up.
A scouts speed would come into play for sneak attacks or crossing ground, it would also be useful in certain terrain situation but it should beat the guy with the gun in a open environment.
I really like the idea of a short pause when you change direction quickly, to at least limit the scouts invincible strafe. I also still support a small amount of tweaking to all the suits to make it fit together in the rock paper scissors and perfect imbalance this game claims to have rather than extreme imbalance
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