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Darkz azurr
Royal Uhlans Amarr Empire
105
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Posted - 2012.08.25 22:46:00 -
[31] - Quote
my scout gets 1 shotted by a scrambler pistol , you guys want to nerf scouts . lol exactly how many of you guys that wanna nerf scouts have actually played as a scout. seriously go try scout and shotgun, yeah there deadly but they have to flank to be deadly. alot of people in dust bunch up together, making it extremely difficult for a cqc scout to be effective. there speed (ability to dodge a few bullets) and shield regen is all that keeps them alive . |
Pokey Dravon
OSG Planetary Operations Covert Intervention
583
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Posted - 2012.08.26 00:37:00 -
[32] - Quote
Abron Garr wrote:No suit should strafe faster than a suit can track.
Isn't that kind of the idea behind speed tanking? |
STB Vermaak Doe
558
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Posted - 2012.08.26 00:41:00 -
[33] - Quote
Darkz azurr wrote:my scout gets 1 shotted by a scrambler pistol , you guys want to nerf scouts . lol exactly how many of you guys that wanna nerf scouts have actually played as a scout. seriously go try scout and shotgun, yeah there deadly but they have to flank to be deadly. alot of people in dust bunch up together, making it extremely difficult for a cqc scout to be effective. there speed (ability to dodge a few bullets) and shield regen is all that keeps them alive .
I played scouts non stop since Thursday and ive be only getting hit when groups shoot at me at once hit detection is sh*t |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
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Posted - 2012.08.26 00:44:00 -
[34] - 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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Jean-Henri
30
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Posted - 2012.08.26 00:59:00 -
[35] - Quote
Ten-Sidhe wrote:There is a weird hit detection glitch. Fixing this glitch could solve issue.
I have shot scout 3 times with charge rifle, seen the blue shield flash, no damage. I moved about 10m to right and first shoot killed him. Another time I get behind scout with shotgun, fire point blank couple time for no damage, switch to smg that works normal and shotgun worked on other suits. Had this happen with an assault once, seen it many times with scout. Most of time hit detection is fine, have to lead a lot even with shotgun at close range.
A faster turning skill could be added, also a faster move skill, both would be popular with heavies I bet. Skill could only raise straight line speed, second tier for strafing. This would give a skill for anti-scout(and general use for heavy weapons), that can be countered by an even higher skill investment to go back to start. maybe x2 for turning and speed skill, x3-4 for strafing skill, -5% per level for all. This would give heavy/assault counter and option of anti-scout specialist. Run and gun scouts would be an advanced specialty with a lot to train.
A module that allowed faster turning. base speed and strafe speed modules would be nice too.
scout i suppose are not allowed access to said skills?... because essentially those skills would do more for scouts then any other suit in game.
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Abron Garr
Amarr Templars Amarr Empire
256
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Posted - 2012.08.26 01:05:00 -
[36] - Quote
Darkz azurr wrote:my scout gets 1 shotted by a scrambler pistol , you guys want to nerf scouts . lol exactly how many of you guys that wanna nerf scouts have actually played as a scout. seriously go try scout and shotgun, yeah there deadly but they have to flank to be deadly. alot of people in dust bunch up together, making it extremely difficult for a cqc scout to be effective. there speed (ability to dodge a few bullets) and shield regen is all that keeps them alive .
You just described how Scout is supposed to be played. |
Abron Garr
Amarr Templars Amarr Empire
256
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Posted - 2012.08.26 01:11:00 -
[37] - 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?
In Eve sure. When they introduce auto-target with TEs and TCs using tracking scripts then I will happily concede your point. Since we have to manually target in Dust, as it should be in any respectable FPS, my aim should be my only limiting factor. |
Norbar Recturus
Algintal Core Gallente Federation
119
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Posted - 2012.08.26 04:20:00 -
[38] - Quote
Abron Garr wrote: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? In Eve sure. When they introduce auto-target with TEs and TCs using tracking scripts then I will happily concede your point. Since we have to manually target in Dust, as it should be in any respectable FPS, my aim should be my only limiting factor.
By that logic I should be able to:
- jump in the air and spin 720 degrees rapidly. That's a limit factor to killing people who pop up randomly while I'm in the air
- whip a heavy machine gun around like a spinning top of doom
- use a forge gun like an exploding sledgehammer
Let me fix your sentence:
Since we have to manually target in Dust there should be skills or modules which allow me to spin faster because Dust is not a traditional FPS.
You're still thinking inside the CoD / Battlefield box. Imagine what EVE would be like if you had the option of Joystick manual control integrated suddenly. The game has been (and will forever be) a point-and-click MMO... but now there's the "element of skill" in piloting a ship "traditionally" like a "respectable vehicle sim game."
Also, you never addressed a single one of my points. Nice dodge.
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Xana Darkbringer
Circle of Huskarl Minmatar Republic
0
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Posted - 2012.08.26 15:27:00 -
[39] - Quote
Scouts have no tank, they're supposed to be hard to hit. |
Abron Garr
Amarr Templars Amarr Empire
256
|
Posted - 2012.08.26 16:19:00 -
[40] - Quote
Norbar Recturus wrote:Abron Garr wrote: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? In Eve sure. When they introduce auto-target with TEs and TCs using tracking scripts then I will happily concede your point. Since we have to manually target in Dust, as it should be in any respectable FPS, my aim should be my only limiting factor. By that logic I should be able to:
- jump in the air and spin 720 degrees rapidly. That's a limit factor to killing people who pop up randomly while I'm in the air
- whip a heavy machine gun around like a spinning top of doom
- use a forge gun like an exploding sledgehammer
Let me fix your sentence: Since we have to manually target in Dust there should be skills or modules which allow me to spin faster because Dust is not a traditional FPS. You're still thinking inside the CoD / Battlefield box. Imagine what EVE would be like if you had the option of Joystick manual control integrated suddenly. The game has been (and will forever be) a point-and-click MMO... but now there's the "element of skill" in piloting a ship "traditionally" like a "respectable vehicle sim game." Also, you never addressed a single one of my points. Nice dodge.
I addressed every point in the quoted post. Perhaps you have me confused with another person. Don't put words in my mouth.
I guess context isn't a word that holds much meaning with you. Your list is as trivial as your argument. So, because Heavies turn slower with an HMG (intended to limit the deadly potential of the HMG), Scouts should be able to step all over the role that Assault was intended to play? Scouts aren't supposed to be front line troops, their role is Assassination and backstabbing. And BTW, no one is saying that a scout shouldn't be the fastest strafing suit. My argument is their strafing speed should not be faster than an Assault can track. You either nerf their strafing speed or boost how fast Assaults track. Just as I as an Assault should not go head to head with a Heavy, a Scout should not go head to head with an Assault. Otherwise, why play anything but Scout?
And yes, I do think highly of BF and COD. You would have to be a moron to deny that both games got a lot of things right. Both are successful franchises and it would be idiotic to completely ignore their success. TOR ignored previous successful MMO features and they're paying for it now. I don't want Dust to do the same. |
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howard sanchez
Conspiratus Immortalis
448
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Posted - 2012.08.26 17:19:00 -
[41] - Quote
You people that Choose to give tweak or modification advice regarding hit boxes or lag are fools
You know nothing
None of us do
Don't get me wrong, I understand why you feel the need to suggest something - anything!
Because the game is in a poor state and the communication between developers and testers is in a worse state
But please realize that we don't know anything about the game or it's performance and lack thereof
CCP chooses to not disclose a single bit of info about what the real issues with the build are
They don't tell us what they are working on. They don't tell us what we are testing
All in all every suggestion we make is for nought. Because they are all shots in the complete dark
And that is how CCP wants to keep you
In the dark |
Ten-Sidhe
Osmon Surveillance Caldari State
414
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Posted - 2012.08.26 18:43:00 -
[42] - Quote
The earlier suggestion I made about adding skills and modules to raise strafe and straight line speed(they should be different stats, that way CCP can make slower moving/faster strafing and faster moving/slower strafing variants) was said to benefit scouts the most. I disagree, heavies would probably most like to move a little faster, even if just to get to objectives a little sooner.
I didn't make it clear in last post(#13 on first page), I meant to suggest at max skill a 25% increase to strafe speed and a -25% to time to turn, this would result in 6.67% increase speed of turning relative to strafe speed, and 33.3% relative to hopping. The Strafing skill also has highest multiplier and most prerequisites in my suggestion. This would not change balance with no skills, shift it away from run and gun at mid level sp, hit and run scout becomes viable with small nerf at very high sp levels. It would also be a small buff to hmg and forge gun since they would be able to train turning time skill to turn around a little quicker.
The speed modules should have build in penalties, nanofiber for example increase speed and strafe but lower armour. Boosted servo could add speed but drain stamina faster, ect..
I also think the aim up/down should be faster then left to right with hipfire(aiming down sights could just be made harder by messing with speed), only head has to move as opposed to whole body, scout and heavy could have equal speed here without messing up suit balance. It would just nerf jumping, jumping would still make it hard to snipe and make aiming harder by erratic movement, but should get rid of pogo stick till stamina runs out.
Scouts have to close to short range in firefight before being spotted, a squad defending or advancing on objective is better off with assault suits. Scouts can ambush and flank better, scouts can be frontline as long as they don't attack from front. They can also due support, but modules for this haven't been added yet. Both won't be doable with same build of scout, it could even take different scout suits to base build on. Scout type-II is almost like a mini-logi, downgarde for normal scout builds. We won't know for sure till drop suit bonuses and variants have been added. |
Suanar Daranaus
Sanmatar Kelkoons Minmatar Republic
36
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Posted - 2012.08.26 18:47:00 -
[43] - Quote
STB Vermaak Doe wrote:Give scouts the same hitbox as assaults.Nuff SaidGäó
NO!
:P |
Norbar Recturus
Algintal Core Gallente Federation
119
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Posted - 2012.08.27 01:21:00 -
[44] - Quote
Abron Garr wrote:Norbar Recturus wrote:Abron Garr wrote: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? In Eve sure. When they introduce auto-target with TEs and TCs using tracking scripts then I will happily concede your point. Since we have to manually target in Dust, as it should be in any respectable FPS, my aim should be my only limiting factor. By that logic I should be able to:
- jump in the air and spin 720 degrees rapidly. That's a limit factor to killing people who pop up randomly while I'm in the air
- whip a heavy machine gun around like a spinning top of doom
- use a forge gun like an exploding sledgehammer
Let me fix your sentence: Since we have to manually target in Dust there should be skills or modules which allow me to spin faster because Dust is not a traditional FPS. You're still thinking inside the CoD / Battlefield box. Imagine what EVE would be like if you had the option of Joystick manual control integrated suddenly. The game has been (and will forever be) a point-and-click MMO... but now there's the "element of skill" in piloting a ship "traditionally" like a "respectable vehicle sim game." Also, you never addressed a single one of my points. Nice dodge. I addressed every point in the quoted post. Perhaps you have me confused with another person. Don't put words in my mouth. I guess context isn't a word that holds much meaning with you. Your list is as trivial as your argument. So, because Heavies turn slower with an HMG (intended to limit the deadly potential of the HMG), Scouts should be able to step all over the role that Assault was intended to play? Scouts aren't supposed to be front line troops, their role is Assassination and backstabbing. And BTW, no one is saying that a scout shouldn't be the fastest strafing suit. My argument is their strafing speed should not be faster than an Assault can track. You either nerf their strafing speed or boost how fast Assaults track. Just as I as an Assault should not go head to head with a Heavy, a Scout should not go head to head with an Assault. Otherwise, why play anything but Scout? And yes, I do think highly of BF and COD. You would have to be a moron to deny that both games got a lot of things right. Both are successful franchises and it would be idiotic to completely ignore their success. TOR ignored previous successful MMO features and they're paying for it now. I don't want Dust to do the same.
Maybe you did, maybe you didn't... I just read through the thread again to see where my arguments were quoted and (not to my surprise) I couldn't find a post where my defenses to the scout's narrow hitbox and rapid strafing speed were addressed.
The point of the logic is that you said, "my ability to aim should be my only limiting factor," to which my response is, "No, in this game it shouldn't... and here's why." To which your response was then, "My argument is that {scouts} strafing speed should not be faster than an assault can track."
Now the funny thing about this is that if you look up at the long post I had (with all those points you addressed) you'd see that I specifically brought this up along with the fact that to properly track a scout you need to use elliptical ground movement. I can track scouts in a heavy suit using an HMG, I don't see why this is a problem for you (or anyone else for that matter).
You further your hole with this:
"You either nerf their strafing speed or boost how fast Assaults track. Just as I as an Assault should not go head to head with a Heavy, a Scout should not go head to head with an Assault. Otherwise, why play anything but Scout?"
Nothing should go head-to-head with a heavy except maybe another heavy... then again a heavy will not ever choose a "head-to-head" engagement because they're slow and easily flanked. Most heavy players will tell you they don't get to pick their engagements (at least not consistently without vehicular backup). Scouts currently engage assaults head on because of hit detection errors, not because they move around so fast it's impossible (as you suggest it is) to track a scout.
As to "why play anything but a scout suit?" Well that's easy: Scouts are fragile and they die easily... maybe I want to wield the big gun that blows up tanks... maybe I want to specialize in CQC engagement (which scouts are not suited to)... maybe I want to provide battlefield support and lock-down points (something which a logistics operator is more suited to, even moreso than a scout with a codebreaker). To bring this up was just foolish to begin with.
Now let's address this gem:
"Scouts aren't supposed to be front line troops, their role is Assassination and backstabbing." Says who? I prefer the front-line recon role mixed with Scout-sniper frontline Deployment. I also have a backup tank-hunter build specifically for people who decide to bring out 1+MM ISK tanks. None of those fits the criteria you specified (except maybe the scout-sniper as an assassin. Maybe). Players define the roles in this game, not the developer.
Now play with that and we'll talk later. |
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
|
Posted - 2012.08.27 02:55:00 -
[45] - Quote
Currently what makes scouts seem OP may be the lag and hit detection which may be fixed in later builds or it could be their shield regen. In fights with scouts they can dodge most bullets and when they finally do get low on health they can duck off and a couple seconds later they are at full health, hell the very skilled players can just strafe and get back their full shields. Sure they don't have much health but with a their ability to dodge bullets with ease they don't need it.
I know most... well probably all scouts will disagree but what do you guys think about an adjustment to the scouts default shield regen speeds. Nothing too severe but currently the 60% faster regen than the assault seem a bit excessive. Thoughts? |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
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Posted - 2012.08.27 03:00:00 -
[46] - Quote
STB-stlcarlos989 EV wrote:Currently what makes scouts seem OP may be the lag and hit detection which may be fixed in later builds or it could be their shield regen. In fights with scouts they can dodge most bullets and when they finally do get low on health they can duck off and a couple seconds later they are at full health, hell the very skilled players can just strafe and get back their full shields. Sure they don't have much health but with a their ability to dodge bullets with ease they don't need it.
I know most... well probably all scouts will disagree but what do you guys think about an adjustment to the scouts default shield regen speeds. Nothing too severe but currently the 60% faster regen than the assault seem a bit excessive. Thoughts?
It seems like the time it starts to regen is a bit longer so i'm easier to kill for a little bit more then last build. now i do have to slow down for a sec to let it start the regen before moving forward
lag and HD are still a bit buggy but they make even some assault and logi suits take no damage in firefights and even start to regen |
Abron Garr
Amarr Templars Amarr Empire
256
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Posted - 2012.08.27 05:03:00 -
[47] - Quote
Norbar Recturus wrote:
Maybe you did, maybe you didn't... I just read through the thread again to see where my arguments were quoted and (not to my surprise) I couldn't find a post where my defenses to the scout's narrow hitbox and rapid strafing speed were addressed.
The point of the logic is that you said, "my ability to aim should be my only limiting factor," to which my response is, "No, in this game it shouldn't... and here's why." To which your response was then, "My argument is that {scouts} strafing speed should not be faster than an assault can track."
Now the funny thing about this is that if you look up at the long post I had (with all those points you addressed) you'd see that I specifically brought this up along with the fact that to properly track a scout you need to use elliptical ground movement. I can track scouts in a heavy suit using an HMG, I don't see why this is a problem for you (or anyone else for that matter).
You further your hole with this:
"You either nerf their strafing speed or boost how fast Assaults track. Just as I as an Assault should not go head to head with a Heavy, a Scout should not go head to head with an Assault. Otherwise, why play anything but Scout?"
Nothing should go head-to-head with a heavy except maybe another heavy... then again a heavy will not ever choose a "head-to-head" engagement because they're slow and easily flanked. Most heavy players will tell you they don't get to pick their engagements (at least not consistently without vehicular backup). Scouts currently engage assaults head on because of hit detection errors, not because they move around so fast it's impossible (as you suggest it is) to track a scout.
As to "why play anything but a scout suit?" Well that's easy: Scouts are fragile and they die easily... maybe I want to wield the big gun that blows up tanks... maybe I want to specialize in CQC engagement (which scouts are not suited to)... maybe I want to provide battlefield support and lock-down points (something which a logistics operator is more suited to, even moreso than a scout with a codebreaker). To bring this up was just foolish to begin with.
Now let's address this gem:
"Scouts aren't supposed to be front line troops, their role is Assassination and backstabbing." Says who? I prefer the front-line recon role mixed with Scout-sniper frontline Deployment. I also have a backup tank-hunter build specifically for people who decide to bring out 1+MM ISK tanks. None of those fits the criteria you specified (except maybe the scout-sniper as an assassin. Maybe). Players define the roles in this game, not the developer.
Now play with that and we'll talk later.
First off, drop the arrogant and condescending tone. It doesn't help your argument and it makes you come off like a douche. If you're incapable of discussing things like a mature adult then this discussion isn't going to go very far. If you're upset because I killed you or blew up your tank, I assure you it wasn't personal. You're keen to take things out of context, and as we all know, context is very important.
Because Dust is an FPS at heart, aim should obviously play a crucial role in someone's success. When I face a good scout (keyword being good) in a brawl my primary concern is how well I can aim in order to put him down. My issue is the Assault suit has a hard cap on how fast it can track the scout. No reason given; it's just there. At least we all know why CCP limited the tracking of the heavy suit; high armor coupled with a (once) deadly HMG. I think most of us would agree that concession was necessary to keep the game fun. Now, the scout can strafe with a speed of 5.6. I don't know why CCP settled on 5.6 instead of 5.4 or even 5.8, it's probably an arbitrary number settled on as a placeholder, this being a Beta after all. But the difference between tracking and 5.6 feels significant in certain cases because it allows the scout to usurp the role that Assault was intended to play by brawling as front line troops. Everyone seems to have their own theory and ideas behind why they have this edge. I'll concede that hit detection probably plays a role in some cases, but certainly not all. However, my money is on the strafing.
For the last part, may I refer you to the in-game description listed under each suit on the market? If you're unable to log in then try this for Scout and this for Assault. Now, as tentative as these descriptions may be, they give a good outline regarding their respective roles. Now, that isn't to say we can't use unconventional fits to suit the occasion- I encourage it. Unfortunately, Scout (as of now) steps over the role that Assault was intended to play.
I'll say it again, I'm not asking for scout to be made useless. Either lower the scout's strafing speed down a few notches to say 5.4-5 or boost the tracking for assault to better match the strafe speed. The latter is probably the easiest, and arguably less contested choice due to the fact that no one has to get nerfed. Scout would still be the fastest in strafe, still the most maneuverable, still the hardest to hit. But when they try to take on the role that assault is meant for, they run the risk of paying for it when they try to brawl instead of assassinate.
Edit: As an aside, I put in bold the parts of your post that are just plain wrong. If you need, I can address those later but for sake of space I'll avoid it here. |
Swufy Gnomenclatur
Royal Uhlans Amarr Empire
10
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Posted - 2012.08.27 06:08:00 -
[48] - Quote
Well, make strafing realistic, add in a half second pause when switching strafing directions. Ever run lines on the basketball court? It takes time and energy to switch directions so suddenly. This way, scouts can keep their strafing speed, but lose their lag tastic "salsa dancing". |
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