|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
62
|
Posted - 2013.07.09 06:19:00 -
[1] - Quote
Scout: 5% scan profile reduction per level (Ewar and Cloaking should also be tied to Scan profile)
Now for the rest of them, CCP has officially announced that Scouts are severely declining in uprising and I think much of it could be closed up through racials (though we still need a second equipment slot)
Minmatar: 5% Explosion Radius and Rate of Fire Gallante:10% Scanner Range (passive and active) so same Caldari: 10% EWAR Strength per Level Amarr: 15% to Light Armor Plate HP (ferroscale and Reactive)
CQC Scouts Minmatar: Glass Cannon (which fulfills the scout assault bridge it was meant to be) Gallante: Flanker (sets up and prepares for ambushes, also catches enemy ambushes)
Slower/Range Scouts Caldari: Negative Logi (functions as the enemy team divider) Amarr: Harasser (not fast or strong enough to engage other suits but healthy enough to take a hit and retreat into cover) |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
66
|
Posted - 2013.07.11 14:22:00 -
[2] - Quote
ZDub 303 wrote:I guess its just time for me to roll assault then. I enjoyed being able to actually play on the frontline with my assault buddies while still providing some support via equipment. But clearly everyone wants to make sure logis get nothing but a few token kill steals in a game.
It was a good run, but c'est la vie. All I can hope is that remnant makes these changes after 1.4... so I can hopefully be close to the 2.5 mil needed to run an assault suit. Gonna be very interesting to see what people think if assaults get a 10% damage bonus, pretty sure you won't see many logis after that.
Sounds more like your a slayer at heart, which is fine but the suits should have some slight role division. If logis are 1 to 1 with assaults stat wise, losing only in the stat they don't boost (hp, speed, or damage) while having more equipment slots makes Assaults question their role. I think this is also reflected by the fact that this is probably one of the few games where the "support" role was was populated by close to half of the player population, because it was an assault with slightly lower stats and more equipment slots. Essentially no logi is leaving logi, just assaults.
Back in Beta where we scouts were able to effectively speed tank, we got populated by a lot of assaults and had the nerf hammer smack us hard. A suggesting of buffing assaults through racials is a much more beneficial method for give assaults their role vs nerfing logis into our current status. |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
67
|
Posted - 2013.07.13 07:18:00 -
[3] - Quote
ZDub 303 wrote:Oswald Rehnquist wrote:ZDub 303 wrote:I guess its just time for me to roll assault then. I enjoyed being able to actually play on the frontline with my assault buddies while still providing some support via equipment. But clearly everyone wants to make sure logis get nothing but a few token kill steals in a game.
It was a good run, but c'est la vie. All I can hope is that remnant makes these changes after 1.4... so I can hopefully be close to the 2.5 mil needed to run an assault suit. Gonna be very interesting to see what people think if assaults get a 10% damage bonus, pretty sure you won't see many logis after that. Sounds more like your a slayer at heart, which is fine but the suits should have some slight role division. If logis are 1 to 1 with assaults stat wise, losing only in the stat they don't boost (hp, speed, or damage) while having more equipment slots makes Assaults question their role. I think this is also reflected by the fact that this is probably one of the few games where the "support" role was was populated by close to half of the player population, because it was an assault with slightly lower stats and more equipment slots. Essentially no logi is leaving logi, just assaults. Back in Beta where we scouts were able to effectively speed tank, we got populated by a lot of assaults and had the nerf hammer smack us hard. A suggesting of buffing assaults through racials is a much more beneficial method for give assaults their role vs nerfing logis into our current status. I enjoy actually playing support to a squad... but come on... its a shooter game. I think most of us want to shoot our gun.. no? I understand there are some true die hard logis out there who would prefer if their primary weapon was a repair tool so they could run another piece of equipment... but I can't imagine that is the play style they were going for. In PS2 I could see that play style working really well, but in a 16v16 shooter... someone who plays like that is generally just gimping their team by taking a gun off the field. I just don't want to have to run every time I see a proto assault cause I know its going to end in death... that just sounds sad Seems like PC is going to end up being completely assault/heavy though eventually anyways... there's no place for true logis in PC when the action is too intense to even bother trying to revive people and nobody sits still enough for reps. Assaults spawning in with 50% uplinks and 50% nanohives can do the job so much better. I guess thats the reason im pushing for the cal logi to remain as it is and to bring up other logis to its level, instead of nerfing cal logi down so its forced to play 'true logi'. I know it doesn't seem like it in pubs, when people like me are running around pubstomping... but I played b-series logi in chromosome and did the same thing (getting better scores than I do now). Its not that I'm crutching on cal logi to continue pubstomping... that is not at all the reason why I am posting to keep it the way it is. I am just trying to keep logis viable in PC, in which cal logi is actually fairly well balanced with its shield bonus. I'm not generally looking for fights, but if someone is coming after me... I stand a chance at least.
Fair enough, and I understand this as well, I'm very adamant against those who were pushing to remove the light weapon from logis. I also think if assaults got that 10% boost, then they should lose their equipment slot.
You are also right that I am ignorant on PC matches since I've only played very few of them.
I actually don't want to nerf the calogi, he is the quintessential "heavy" logi and a bonus to one single equipment item really is a bad racial. Plus the 10% boost for assaults is meant to balance the difference, taking the heavy logi away plus the 10% would be too much in my opinion.
In regards to scout snipers, scouts can't snipe that well anyways due to not being able to take any punishment. The only reason you see scout snipers is because the scout is unable to flank a given situation so that ends up being the next best alternative. I"m hoping that cloaking gives you a trade off between high damage snipers vs utility snipers. |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
76
|
Posted - 2013.07.14 07:28:00 -
[4] - Quote
Logi Bro wrote:EternalRMG wrote:recharge delay reduction is the only viable for caldari it like the Amarr one, but with shields I'll place it in, and then see if I get any negative feedback from it.
Two things to consider about logistics, if we keep calogi the same then we have this spread between logis.
Min Logi: scout like Amarr Logi: assault like Cal logi: heavy like Gal Logi: pure logi
The 10% boost to assault should be adequate enough to create inequality between the two for slayer roles.
If you are indeed intent on changing the calogi, a general nanite bonus would be better and in exchange bump up the shields of the calogi a little bit meaning that those front line items get better use due to his increased livelihood |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
127
|
Posted - 2013.08.12 05:53:00 -
[5] - Quote
Logi Bro wrote:Cosgar wrote:I think there should be a medic suit designed for specific equipment so that the logistics can have general equipment bonuses. I rarely use my repper on my Minmatar unless I'm babysitting a heavy. When I first heard about the Crusader suit, that is what I imagined it to be, a suit designed to strengthen and triage team-mates, while the logistics suit could run EWAR and offensive equipment, like scanners, REs, PEs, and uplinks.
-1
Are scouts just there to look pretty as floor mats?
Scouts do infarct exist in the game and should function as the team dividers through ewar. Currently we suffer by having to act like wannabe assaults but without the tools.
Consider the following,
Medium suits make better snipers by having the hp to survive a counter snipe and by having much higher spike damage by having more cpu/pg and slots for damage mods.
Medium suits can also with slots refocus themselves to on par with scout sprinting speeds and function in cqc with less risk than scouts, scouts can do it cheaper but with a higher death count.
Being able to passively detect someone within 10 to 20 meters does nothing for our wps and very little for our survivability. Common AR killing range is 60 meters, though I guess nova knife users should be wary now right?
Scout racials need two of the following characteristics, high spike damage or ewar effectiveness. And if you noticed I said ewar effectiveness not cpu/pg reductions because scouts will never be able to close the gap with the other suits.
Cal Scout: % to effectiveness of noise inducing equipment and ECCM (ewar resistance) This scout would function by creating false information or by cutting off real information of which wps would be earned from it.
Ama Scout: % capacitor equipment effectiveness
These would be items that would drain shields and give it to the A.Scout, or would disrupt enemy weapons systems,
Min Scout: % bonus to Tackling equipment The Min being one of thy fastest suits being able to reduce the speed of other suits by either slowing them to crawl and aiming speeds. This would allow the suit to wreck the effected afterwards.
Gal Scout: % strength stealth and detection modules
Self explanatory but essentially it benefit from all its low slots being able to customize and get more out of each modules
|
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
127
|
Posted - 2013.08.12 06:07:00 -
[6] - Quote
Cosgar wrote: I'd imagine that they'll rebalance scouts by giving them their extra equipment slot back and add in cloaking already. There's enough EWAR to go around. Chill out.
With the same logic, that is like saying there is enough guns to go around, everything in the game is based on relative performance, thus scouts users are very often cut off from pc matches and the like due to the fact that medium suits can either match it or do it better. Essentially scouts severely lack their own unique role and are disadvantaged while trying any other.
It is that bad, also in the post about active scanners indicated that cloaking was still on the table, either way further down the road or not going to be implemented at all due to balancing difficulties. |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
127
|
Posted - 2013.08.12 06:16:00 -
[7] - Quote
Logi Bro wrote: My specific knowledge of EWAR is few and far between, but bare with me here: I believe it has been stated that in the future passive scanning will be much more useful due to the fact that shared team vision will be removed, so the only way to share TACNET information to your team will be through your scan radius and scan precision, and the only way to prevent the enemy from getting TACNET information on you will be though scan profile. Seeing this as the likely future, I believe the current scout bonuses I have proposed will be very useful for tactical information. Speaking of capacitors, I find the likeliness of this ever being added to Dust very small, seeing as it would require a major rework of our current system for it to properly work. Although if it were stated to ever actually be possible, I would be willing to change my ideas. I also believe scouts should have a much larger scan radius as a base stat, as this would help them fill their rolls nicely, and I do expect CCP to do this at some point.
I agree that my Min and Gal suggestions are weak, my other bonus was a grenade bonus for minmatars, but vision will not be shared by passive scans or line of sight from what I read on it, it will not light them up on tacnet, only the active scanners and even then only to your squad mates. |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
127
|
Posted - 2013.08.12 07:05:00 -
[8] - Quote
Logi Bro wrote:Oswald Rehnquist wrote:Logi Bro wrote: My specific knowledge of EWAR is few and far between, but bare with me here: I believe it has been stated that in the future passive scanning will be much more useful due to the fact that shared team vision will be removed, so the only way to share TACNET information to your team will be through your scan radius and scan precision, and the only way to prevent the enemy from getting TACNET information on you will be though scan profile. Seeing this as the likely future, I believe the current scout bonuses I have proposed will be very useful for tactical information. Speaking of capacitors, I find the likeliness of this ever being added to Dust very small, seeing as it would require a major rework of our current system for it to properly work. Although if it were stated to ever actually be possible, I would be willing to change my ideas. I also believe scouts should have a much larger scan radius as a base stat, as this would help them fill their rolls nicely, and I do expect CCP to do this at some point.
Vision will not be shared by passive scans or line of sight from what I read on it, it will not light them up on tacnet, only the active scanners and even then only to your squad mates. If this is the case, CCP needs to fix it so passive scanning is still a factor, because otherwise scouting will be useless until they decide to introduce real EWAR like webifiers, which could be who knows how long.
If passive shared info to the team then it would hurt active scanning wps that a scout could be earning for the same effect but with a larger range and precision. This is why scouts need to be focused on 1)wps from specific equipment or 2) Spike damage |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
329
|
Posted - 2013.10.22 07:05:00 -
[9] - Quote
Jack McReady wrote:I can only repeat myself, a 2% dmg bonus per level or any dmg bonus is too much in this game currently. it is as a skill bonus unaffected by stacking penatly and makes every damage mod even more efficient as they currently are and the TTK is already very low, sub 1s in many cases. do you really want duvolles with 47 base dmg without any damage mods?
beside that a damage bonus is worth alot more than the those suggested for the other suits...
The 2% bonus is just to be over the logi, the overall 10% increase to everything can be changed, but the 2% per level increase cements the assaults role. |
|
|
|