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Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
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 |
STB Vermaak Doe
558
|
Posted - 2012.08.25 05:38:00 -
[3] - Quote
Give scouts the same hitbox as assaults.Nuff SaidGäó |
Burger Helper
84
|
Posted - 2012.08.25 05:43:00 -
[4] - Quote
i dont think anyone is asking scouts to be nerfed outright, just for hit detection to be fixed
fixing hit detection would be a nerf in and of itself |
Jin Robot
Tronhadar Free Guard Minmatar Republic
330
|
Posted - 2012.08.25 05:53:00 -
[5] - Quote
If they nerfed scouts they would just be weak assaults, I believe the subject is magnified into an issue because of hit detection. I read something the devs said about scouts being able to kite around heavies. That is the balance they get for having paper for armor. |
Jin Robot
Tronhadar Free Guard Minmatar Republic
330
|
Posted - 2012.08.25 05:58:00 -
[6] - Quote
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. |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.08.25 06:05:00 -
[7] - Quote
Ha-ha! Oh lord another one of these? For real?! Ha-ha-ha!
- Puts on monacle, and laughs maniacally. --
Grief for me! Your tears and hatred only make me stronger! |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.08.25 06:09:00 -
[8] - Quote
Burger Helper wrote:i dont think anyone is asking scouts to be nerfed outright, just for hit detection to be fixed
fixing hit detection would be a nerf in and of itself
Hit detection has made leaps and bounds recently, but agreed. Continuing improvment is always a plus. I would not mind if CCP was to keep improving and smoothing out the hit detection. Though of course that would mean dealing with the in-game lag coming from the resource drains, and stress. It's all about number crunching in the end. |
Kyzar Sosai
8
|
Posted - 2012.08.25 06:44:00 -
[9] - Quote
I've really had little problem hunting down n pwning scouts for the most part! Its funny watching them scamper in fear when you come barreling at them locked n loaded |
Rugman91
Deep Space Republic
143
|
Posted - 2012.08.25 09:31:00 -
[10] - Quote
I think side to side movement should be decreased for all suits. It just looks unnatural |
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Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2012.08.25 09:50:00 -
[11] - Quote
Not findign it hard to kills scouts with the HGM. When a scout gets behind me and I dont know about well well played. |
Kyy Seiska
Zumari Force Projection Caldari State
188
|
Posted - 2012.08.25 10:24:00 -
[12] - Quote
I play an assault and a heavy and never had really any problems with these scouts. Sure they might kill me once or twice in a match when they suddenly jump out from middle of nowhere and fill me with holes before I even can react.
But in pretty much every other situation I don't really see what the problem is. Sure I might need to aim slightly more in the direction they are moving, but other than that the fights have been pretty equal or highly on my advantage (I tend to stay on medium/semi-long range with my Tactical AR.)
with a heavy you can pretty much spray and pray them to death if you lack in the aiming skills department, it's likely that you'll still win thanks to the high armor hp. Not to mention if you move in a group, someone else will likely kill the scout before he even manages to deal any considerable damage. |
Ten-Sidhe
Osmon Surveillance Caldari State
414
|
Posted - 2012.08.25 10:54:00 -
[13] - Quote
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. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
583
|
Posted - 2012.08.25 11:12:00 -
[14] - Quote
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 |
Abron Garr
Amarr Templars Amarr Empire
256
|
Posted - 2012.08.25 14:18:00 -
[15] - Quote
No suit should strafe faster than a suit can track. I'll add heavies as an exception because that was supposedly a way to balance the Armor + HMG combo from being OP. Just because you can track something doesn't mean you're going to hit it - you still have to aim. If a scout gets the jump on you, then you should die, but in a straight up brawl a scout should lose and lose horribly. |
Luna Vuhrast
Tronhadar Free Guard Minmatar Republic
23
|
Posted - 2012.08.25 14:58:00 -
[16] - Quote
I have found logistics to be FAR more squishy than scouts, I doubt that was intended. |
Aighun
Zumari Force Projection Caldari State
666
|
Posted - 2012.08.25 15:28:00 -
[17] - Quote
Avenger 245 wrote:
>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 points are valid. I may be over interpreting but the first seems to tie in with the "hit detection" problem. Which might have a lot to do with latency.
Basically, when your sight or reticle is over the character model of your opponent and you fire, they take no damage. Sometimes it seems like the no damage is due to lag, since with various rates of fire a strafing scout can dodge back and forth through a stream of assault rifle fire and seemingly not get hit. But basically the hit box doesn't seem to line up with the animation of the character model with the reticle, scope, or sight.
So if you lead the target you are trying to guess where their hit box will be by the time your shot gets to where you think they are going to end up. Too much work. FIrst, scouts should not be able to run faster than the speed of your rounds. If they can then they are too fast and problem is less to do with hit detection than speed of round from gun to target vs. speed of scout. But yeah, you should just be able to put your reticle on where anyone is, hit fire button, do damage.
Second point is also important, a scout should not be able to strafe faster than your gun can move if you are pushing the control to move your gun at maximum speed. If scouts can move faster than turn speed they are too fast. Because even if a player had a fast brain and very good eye hand coordination they would not be able to push the reticle fast enough to shoot the scout. The game would be getting in the way with slow reticle speed.
Way to test this would be to have a scout run in a circle around you at top speed and see if you can keep reticle on the scout. If the aiming speed is as it should be then you should be able to move the reticle faster than the scout can move. Unless they are really close. |
Ranger SnakeBlood
38
|
Posted - 2012.08.25 15:41:00 -
[18] - Quote
After playing a bit of Scout shotgun and SMG combo i find they are directly able to abuse the hit detection to such a extentd when i got the jump and opened fire while strafing the frame rate drops as well as the fella i just abushed not able to land a single shot on me a single scout should not be able to take down 2 troops a assult and logi in this example because they can move fast, i think to balence the game the strafing speed should not equal foward movement for all suits and ARs in general compared to SMG and shoguns are under powered.
Also on a side note Logi suits seem to be way under powered in combat i know its not a pure combat role but neiter should scout which should fit a reckon and intelligence role rather than pure out combat it excels at now, to be honest i havent noticed the underpowered ness of ARS and logis till i played as scout and realised they were having no joy killing me at all. |
OG DonHel
65
|
Posted - 2012.08.25 15:44:00 -
[19] - Quote
My scout gets blasted by shotguns, snipers, and grenades like all day when they get the chance to. The occasional AR gets me aswell. It seems to me that some people just can't keep up with the speed or something and that there really isn't anything wrong with the scout. Stop chasing scouts and shoot something else? stay in groups where there is something that can counter a scout? I don't know, but I don't feel they are broken and need nerfed. Everything has it's pros and cons.. I could be ranting that the shotgun is OP because it near ALWAYS gets a killshot on me when my scout gets to close.. but I don't, because thats what it does :p |
Jak Teston
Osmon Surveillance Caldari State
99
|
Posted - 2012.08.25 15:44:00 -
[20] - Quote
I have no problem tracking scouts at their current speed. The issue is just that when I'm firing a SMG at over 40 rounds a second in the path of a scout he can strafe through my sights twice without taking any damage at all.
The issue is reduced a lot by good latency so I think it's just some inexperience on the part of the netcode designer being at play here.
Disclaimer: I absolutely respect the skill of people who use the scout suit well and I don't fret it when I'm outmaneuvered by them. But I do feel annoyed when I can visually identify a scout as being in my sights at 3 meters distance without registering any hits. |
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Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.08.25 16:16:00 -
[21] - 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) |
Norbar Recturus
Algintal Core Gallente Federation
119
|
Posted - 2012.08.25 16:55:00 -
[22] - Quote
Avenger 245 wrote: >their lightning fast movements and agility nean they move faster than are gun can track or are brains can keep up
Am I the only one who noticed this? Emphasis mine.
The only reason I bring this up is to highlight the quality of individual commenting on reducing the scout class down. If anything, this should serve as a clear warning to not pander to the mass opinion. |
STB Vermaak Doe
558
|
Posted - 2012.08.25 16:59:00 -
[23] - Quote
Norbar Recturus wrote:Avenger 245 wrote: >their lightning fast movements and agility nean they move faster than are gun can track or are brains can keep up
Am I the only one who noticed this? Emphasis mine. The only reason I bring this up is to highlight the quality of individual commenting on reducing the scout class down. If anything, this should serve as a clear warning to not pander to the mass opinion.
Slight spelling mistakes do not make a point invalid, even with max sensitivity he can track but the actual problem is that the hits don't register when we actually direct our guns on them |
OG DonHel
65
|
Posted - 2012.08.25 17:01:00 -
[24] - Quote
Norbar Recturus wrote:Avenger 245 wrote: >their lightning fast movements and agility nean they move faster than are gun can track or are brains can keep up
Am I the only one who noticed this? Emphasis mine. The only reason I bring this up is to highlight the quality of individual commenting on reducing the scout class down. If anything, this should serve as a clear warning to not pander to the mass opinion.
you must be a republican ( joke )
He presented a valid argument in his OP, insulting one line of it because of the spelling is not a valid counter argument I would think. So, with that I think he won the argument over you, if you think he is wrong why don't you actualy give some input on why. Other then he can't spell right when he is putting all that **** on here with a phone... |
mikegunnz
Pink Fluffy Bounty Hunterz RISE of LEGION
425
|
Posted - 2012.08.25 17:03:00 -
[25] - Quote
A bunch of us have mentioned the prob with scouts plenty of times. (both in this thread and many others)
The prob is not with the speed of the scout, it's with the hit detection. The ideal solution would be to fix the "now improved, but still flawed" hit detection. This will make the scout mortal in cqc, at least to those with decent aim. As it stand right now, a scout can LITERALLY run THROUGH a stream of bullets, and nothing will register.
This would be better than nerfing the speed because a. it still doesn't fix the flawed hit detection b. will likely ruin the scout completely, because of the low hp scouts have. They will lose their ONE advantage and become COMPLETELY useless. |
Abron Garr
Amarr Templars Amarr Empire
256
|
Posted - 2012.08.25 17:06:00 -
[26] - Quote
Norbar Recturus wrote:Avenger 245 wrote: >their lightning fast movements and agility nean they move faster than are gun can track or are brains can keep up
Am I the only one who noticed this? Emphasis mine. The only reason I bring this up is to highlight the quality of individual commenting on reducing the scout class down. If anything, this should serve as a clear warning to not pander to the mass opinion.
Scouts shouldn't strafe faster than an Assault can track. You can avoid nerfing the scout strafe speed just by increasing suit tracking speed. If I've said it once, I've said it a million times... Just because you have the potential to hit someone with faster tracking, doesn't mean you will. You STILL have to aim because no amount of tracking speed increase is going to help against a well-played scout if you cannot place your shots well.
I notice hit detection issues on all the suits, but the problem is magnified 10 fold on scouts. |
Abron Garr
Amarr Templars Amarr Empire
256
|
Posted - 2012.08.25 17:36:00 -
[27] - Quote
mikegunnz wrote:A bunch of us have mentioned the prob with scouts plenty of times. (both in this thread and many others)
The prob is not with the speed of the scout, it's with the hit detection. The ideal solution would be to fix the "now improved, but still flawed" hit detection. This will make the scout mortal in cqc, at least to those with decent aim. As it stand right now, a scout can LITERALLY run THROUGH a stream of bullets, and nothing will register.
This would be better than nerfing the speed because a. it still doesn't fix the flawed hit detection b. will likely ruin the scout completely, because of the low hp scouts have. They will lose their ONE advantage and become COMPLETELY useless.
Their advantage is their smaller hit box, sig radius and speed. Presumably, they'll have a better synthesis with cloaking modules as well. Asking to turn their strafing speed from 5.6 to 5.4 doesn't make scout useless, it reinforces their role. That role being assassination, recon and backstabbing. NOT straight up duels and brawling. THAT is the Assault's role. Before I touched their speed, I would first increase the speed that Assault and Logi can track, if there is still a problem then maybe drop the Scout strafe speed down a peg. But no one is asking to give scouts the same 5.0-5.1 strafe speed that Assaults currently have. |
Norbar Recturus
Algintal Core Gallente Federation
119
|
Posted - 2012.08.25 22:24:00 -
[28] - Quote
Quote:He presented a valid argument in his OP, insulting one line of it because of the spelling is not a valid counter argument I would think. So, with that I think he won the argument over you, if you think he is wrong why don't you actualy give some input on why.
Sure.
I had some massive post written but it did not post correctly and the auto-save feature eliminated my draft. Pardon me if some points seem rushed but I didn't want to spend an eon typing something for the second time.
Scouts have too much radial / angular velocity when strafing Assaults. This makes them hard to track.
This is the POINT of the scout. Speed is useful for two reasons: It allows us to evade damage (AKA speed tanking) and it allows us to control the engagement distance from target to target. A CQC scout with SMG / Shotgun and Myofibrils is obviously going to want to get close to you whereas a sniper recon scout is obviously going to try and set the distance as far apart as possible. Tracking speed is what allows someone who dies in literally three hits from most weapons to survive as they get into the chosen engagement zone.
Did you ever stop to think that maybe the reason you can't track a scout suit is because you're not moving properly? You need to take an elliptical movement path so that you have great values of radial velocity relative to the Scout. Moving in a straight line or circle isn't going to cut it.
TL;DR: Play better, don't nerf the scout.
Scouts have a hitbox which is too narrow
This is actually where our greatest defense comes into play. A narrow (thin) hitbox allows us to better escape grenades, splash weapons, and high ROF guns which would normally obliterate our class given the thin shields and armor that we have. Scouts should at all times be played as hit-and-run or recon sniper, to do anything else is asking for trouble. If you increase our hitbox, you need to give us passive damage reduction relative to how fast we're moving... and that just brings up problems for everyone.
Scouts strafe too quickly
See above: I'm wearing paper and a party dress for my armor. Back up and engage me at a distance you can track.
Scouts are unkillable because they jump around too much
This depends on what type of jumping you're referring to. If you're talking about "jitter" then the problem is lag, and that's on you... not on CCP. If you're talking about actual jumping in-game: they can't alter trajectory in the air, just kill them. If you're too close, that's your fault.
Hit detection makes scouts invulnerable
This is again a problem of CCP and the engine and not in the scout suit. This complaint is irrelevant.
There you go. Address them and we'll dance. |
Bo Tracta
Celtic Anarchy
56
|
Posted - 2012.08.25 22:34:00 -
[29] - Quote
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." |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.08.25 22:43:00 -
[30] - 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. |
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Darkz azurr
Royal Uhlans Amarr Empire
105
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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