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Thread Statistics | Show CCP posts - 178 post(s) |
DeathwindRising
ROGUE RELICS
409
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Posted - 2014.07.07 18:22:00 -
[1] - Quote
Appia Vibbia wrote:Bayeth Mal wrote:^ Yep, and yet my Gal sentinel has so much PG/CPU I physically cannot stick enough proto gear on it to max them out. That was one of the most disappointing things, logging in expecting to see changes to see that my all proto/complex fit has like 70 CPU and 18 PG left over (if I recall correctly). As a fitting it requires no sacrifices.
I know I keep bashing on this but it's literally the only suit that has this problem. Sentinels used to be tricky to fit, I was barely able to scrape all proto together after maxing out cores. And if I wanted to use a variant (Burst HMG/Assault Forge) I had to down grade my side arm to compensate. Are you saying there's something wrong with me putting a Boundless HMG, 2 complex plates, 1 complex heavy damage mod, and an M209 SMG on my 'Templar' Sentinel A-I? Blasphemy On the other hand, I actually do run out of fitting space on my cal-Sent and can't run full proto.
caldari have the highest cpu costs in the game and the lowest cpu available. ive always wondered why, because youd think theyd have the highest cpu available. i cant run caldari proto fits without a cpu mod |
DeathwindRising
ROGUE RELICS
423
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Posted - 2014.07.12 20:01:00 -
[2] - Quote
Ghost Kaisar wrote:CCP Rattati wrote:Dear scouts, and I am looking at you Haerr , can you assist me in two ways double check my calculations, because this is pretty complex stuff, and even I can make mistakes and then start thinking about the right bonuses. We really want EWAR to be less binary, so I want to play with bonuses so that a dedicated scout with all slots, can evade even the best precision, but only while cloaked, but the gallente would retain the ability to be unscannable out of cloak. The numbers in the document are just something I was playing around with last night while proof reading the calculations, but they should be correct. Let's iterate on this over the weekend and early next week and see if we can't make it a little better then "ok". EWAR Calculations Hmm.. Looking at how the slot layouts and bonuses work, I like the way this is headed. If you want max precision, you go Amarr, if you want decent precision with excellent range, you go Cal. I also noticed that you made the PRO cloak a 15% reduction instead of 10% Using that number..... My min Scout with 2x Damps and PRO cloak has a profile of 15.71. This rounds up to 16 (Stupid rounding) I can dodge 1x Amarr Scans, and 2x Cal Scans (3x rounds up to 16, and tie goes to scanner) 3x Damps and PRO cloak and I have a profile of 13.47. Rounds up to 14. I can dodge everything. Normally, I would be saying "This doesn't change anything" but since Min Scout gets codebreakers to high, I can still do my job. I can Speed hack AND be invisible, meaning that I can get onto the objective undetected and hack. What fit's will I run? 2x Damp Min Scout: 1x Shield 2x Codebreaker 1x Speed 2x Damp Hacks in 3.81s, dodges most scans while cloaked. The 3x Damp will be the same, except just with 3x damps and 3x codebreakers.
I suspect that Cal Scouts will still be slightly more popular, but Amarr scouts will have a role as point defense specialists. They can Tank both precision and armor and be tough to take down. Granted, we can walk under his scans, but he still has a huge HP advantage. Caldari will be more popular due to those 87-120m scans. This guy will LOCK DOWN the city for everyone not running damps. So scouts damp and everyone else has to duke it out with the wall hack on. No reason to run active scanners anymore. This guy does it better. Scanners will solely be used for the focused to scan scouts. eWAR is slightly better for scouts, but still f'd up overall.
change the active scanners then to drop cloaks instead. or jam enemy radar. then people would use them again. narrow the beam and range so its only effective at short range |
DeathwindRising
ROGUE RELICS
423
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Posted - 2014.07.12 21:15:00 -
[3] - Quote
why not set all the scouts to have the same scan profile, same precision, same range, same number of slots.
set the scan profile to 10, range to whatever, and precision to whatever. all scouts are unscannable.
give only a bonus to cloak fitting costs.
give armor tanker a 2/3 slot layout and shield tankers a 3/2 slot layout
make an active scanner variant that reveals or drops cloaks in its range. make it a short range scanner with a narrow beam.
now all scouts are on the same playing field, and have equal opportunity and effectiveness in ewar
give all scouts a racial sidearm weapon bonus.
if cant balance them fairly then make them all equal |
DeathwindRising
ROGUE RELICS
423
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Posted - 2014.07.12 22:13:00 -
[4] - Quote
CCP Rattati wrote:Let's start building the premises and agree on them one by one.
Let's also remember that the focused GA pro logi has 15dB.
Best precision should therefore be 14dB or less
Best dampener only needs an equal amount of dampeners to amount of precision modules on best precision to beat him. Appias suggestion.
All scouts should be able to beat the best precision, with cloak? Without cloak? Discuss.
Complex plates will have the same signature penalty as a complex dampener so each plate cancels out a dampener. This is something I want to explore, it will also make brick sentinels stand out like christmas trees.
Let's keep working on this.
i thought that scouts were given the second equipment slot based on the idea that scouts would be using one slot for a cloak. if you make it so that the cloak is not needed. then you end up with scouts having two equipment slots which is part of what make them unfair in the first place.
another thing. why do the scan ranges need to be soo prohibitively low on medium suits? reason i ask is because what good is a 10m radius against a heavy with 1200 hp and a 50m hmg range?
shouldnt mediums and scouts be able to spot them well in advance? i mean mediums and heavies have the same scan range. where is the balance in ewar there?
when scouts can get 85m range, why cant mediums get a base of 20 or 30m? |
DeathwindRising
ROGUE RELICS
424
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Posted - 2014.07.12 22:58:00 -
[5] - Quote
CCP Rattati wrote:Arkena Wyrnspire wrote:On the Amarr scout: I think that precision will be very, very strong on this because there's pretty much nothing else you'd put in the highslots other than precision amps. Essentially that means that every Amarr scout will be scanning with a baseline of 20dB, which is very strong considering you can do that whilst having a strong tank. A profile penalty won't dissuade that kind of tanking either, because it's likely that a lot of Amarr scouts will decide to toss aside stealth and just use it as a combat suit with a powerful scanner. very slow, short range, scanner at 20dB which can be evaded by all scouts at some effort, not maximum, and seen by everyone, esp CA scouts that then can engage before the Amarr sees him. Doesn't seem to break anything.
why are scouts the only one with usable sensors? if you go ahead with your idea of giving plates a penalty to scan profile, why not do iy for extenders as well?
and then why cant mediums have a viable scan range? at least then they could see tanked out units. seems fair and itd finally give people a chance to defend or run from heavies backed by logis, instead of turning a corner and getting mowed down like we do now |
DeathwindRising
ROGUE RELICS
424
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Posted - 2014.07.12 23:05:00 -
[6] - Quote
Cat Merc wrote:To further discourage bricking, how about increasing medium frame scan range to 15m? This puts it at max skills at 21m.
If a scout decides to brick, assaults and logis will be able to see it. The current 15m at max range isn't enough, as by the time you react, you already have a buckshot in your face.
scans used to be much higher, then they got nerfed. now we cant even spot heavies at reasonable distance |
DeathwindRising
ROGUE RELICS
425
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Posted - 2014.07.12 23:21:00 -
[7] - Quote
Cat Merc wrote:DeathwindRising wrote:Cat Merc wrote:To further discourage bricking, how about increasing medium frame scan range to 15m? This puts it at max skills at 21m.
If a scout decides to brick, assaults and logis will be able to see it. The current 15m at max range isn't enough, as by the time you react, you already have a buckshot in your face. scans used to be much higher, then they got nerfed. now we cant even spot heavies at reasonable distance And that's why we need falloff.
explain how falloff would work compared to simply increasing base scan range? |
DeathwindRising
ROGUE RELICS
425
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Posted - 2014.07.12 23:29:00 -
[8] - Quote
Spademan wrote:DeathwindRising wrote:Cat Merc wrote:DeathwindRising wrote:Cat Merc wrote:To further discourage bricking, how about increasing medium frame scan range to 15m? This puts it at max skills at 21m.
If a scout decides to brick, assaults and logis will be able to see it. The current 15m at max range isn't enough, as by the time you react, you already have a buckshot in your face. scans used to be much higher, then they got nerfed. now we cant even spot heavies at reasonable distance And that's why we need falloff. explain how falloff would work compared to simply increasing base scan range? Because then it would mean that the higher the profile of the scanned, the further away he's detected from. Rather than everything is detected in a 100m radius (if you had that range) So those tanks? Gonna come up on your radar a klom away.
yep. you got my vote |
DeathwindRising
ROGUE RELICS
429
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Posted - 2014.07.13 16:54:00 -
[9] - Quote
i really disagree with with everything here. the fact that scouts are better at everything related to ewar seems unnecessary.
wheres the division of power between classes?
if scouts are supposed to be stealthy... why do they need scan range and precision bonuses as well? they have cloaks
if assaults are supposed to be slayers... why do they not have the more useful scan range bonus? we need to know where the threats are, mainly other assaults and heavies
if logis are supposed to be support... why do they not get the precision bonuses for revealing scouts?
division of power. scouts became light assaults because of their scan range. not their precision, and not because of their scan profiles. you keep trying to force precision, profile and range bonuses within the scout class. why? being stealthy isnt about being able to see everyone on the map and finding people. its about hiding. scouts achieved that the day they got cloaks. now you want them to do everything else on top of it.
if you cant be seen or scanned, you can flank targets all day long. you dont need range and precision as well. nobody knows where you are in the first place.
please rethink your strategy of not dividing ewar among scouts, assaults, and logis instead of handing everything to only scouts. some of those function would be better served on other classes |
DeathwindRising
ROGUE RELICS
429
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Posted - 2014.07.13 17:13:00 -
[10] - Quote
Ghost Kaisar wrote:DeathwindRising wrote:i really disagree with with everything here. the fact that scouts are better at everything related to ewar seems unnecessary.
wheres the division of power between classes?
if scouts are supposed to be stealthy... why do they need scan range and precision bonuses as well? they have cloaks
if assaults are supposed to be slayers... why do they not have the more useful scan range bonus? we need to know where the threats are, mainly other assaults and heavies
if logis are supposed to be support... why do they not get the precision bonuses for revealing scouts?
division of power. scouts became light assaults because of their scan range. not their precision, and not because of their scan profiles. you keep trying to force precision, profile and range bonuses within the scout class. why? being stealthy isnt about being able to see everyone on the map and finding people. its about hiding. scouts achieved that the day they got cloaks. now you want them to do everything else on top of it.
if you cant be seen or scanned, you can flank targets all day long. you dont need range and precision as well. nobody knows where you are in the first place.
please rethink your strategy of not dividing ewar among scouts, assaults, and logis instead of handing everything to only scouts. some of those function would be better served on other classes eWAR is the point of the scout suit. eWAR includes everything that involves dampening, precision, and range. This is our domain. Nobody should be better at it. Assaults are getting buffed, hopefully on the regen side, allowing them to be the best at fight back to back battles. Heavies are HP Kings, and DPS kings. Commando's are deadly versatile killers, with an excellent HP pool. Logi's get bonuses to all equipment and form the backbone of PC. Can't play PC without good logi's. If you give eWAR to the other classes, you run the risk of making them VERY OP. Imagine if you had a Amarr assault with range bonuses. Stack 2x precision on them and a range amp. 50m scan on an assault suit that picks up everything that isn't a scout. And he has TONS of armor.
yet you forget that if all things are OP, then nothing is OP
giving scouts two equipment slots made scout logis. giving them scan range bonuses made them slayers. precision is about the only thing scouts dont need as they can already see every other class of suit
if assault are supposed to be fighting, then giving them scan range makes sense as it would allow them to quickly find the next target and KEEP fighting. giving it to scouts just makes them OP when they can also cloak. closing range and using their shotguns with impunity |
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DeathwindRising
ROGUE RELICS
429
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Posted - 2014.07.13 17:21:00 -
[11] - Quote
Aero Yassavi wrote:DeathwindRising wrote:i really disagree with with everything here. the fact that scouts are better at everything related to ewar seems unnecessary.
wheres the division of power between classes?
if scouts are supposed to be stealthy... why do they need scan range and precision bonuses as well? they have cloaks
if assaults are supposed to be slayers... why do they not have the more useful scan range bonus? we need to know where the threats are, mainly other assaults and heavies
if logis are supposed to be support... why do they not get the precision bonuses for revealing scouts?
division of power. scouts became light assaults because of their scan range. not their precision, and not because of their scan profiles. you keep trying to force precision, profile and range bonuses within the scout class. why? being stealthy isnt about being able to see everyone on the map and finding people. its about hiding. scouts achieved that the day they got cloaks. now you want them to do everything else on top of it.
if you cant be seen or scanned, you can flank targets all day long. you dont need range and precision as well. nobody knows where you are in the first place.
please rethink your strategy of not dividing ewar among scouts, assaults, and logis instead of handing everything to only scouts. some of those function would be better served on other classes Because teamwork. Could an assault benefit from really good scanning? Of course! But then it becomes pretty independent, and we don't want that. We need to encourage teamwork in a team based shooter. Assaults are the best slayers but have trouble finding enemies, scouts are really good at finding enemies (that is pretty much the definition of a scout, it's not all about stealth) but have trouble slaying. They intricately work together. Logis then are a twist to the whole identification-and-slaying mechanic in that they can use tools that are even better at finding enemies than scouts but must be used actively, in addition to the Logi having trouble staying hidden.
who here thinks scouts currently have trouble slaying? where have you been these past months? i run a basic light frame and i get 20 kills and 1 death. i cant get those number in an assault suit. (i can but its much easier in a scout suit)
you get more team work through division of power. explain how a cloaked scout is not capable of finding targets? its faster than any other class and cover more ground. and we still have active scanners, so thanks to scouts having two equipment slots they clan run cloaks and active scanners.
your argument doesnt make sense. scouts are independent, more so than any other class, and taking away scan range and precision doesnt change that. |
DeathwindRising
ROGUE RELICS
430
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Posted - 2014.07.13 17:33:00 -
[12] - Quote
Appia Vibbia wrote:DeathwindRising wrote: yet you forget that if all things are OP, then nothing is OP
Um. No. That is not how it works. All the rifles were OP, that didn't mean none of the rifles were OP. Ghost Kaiser wrote:How would you fix the Assault suit then?
What would allow it to have a niche in the combat side of the suits? Bonuses that improve play styles. Like Gallente getting a bonus to being up-close and personal. Caldari have a bonus that helps out at range. Minmatar getting a bonus that makes them good hit-and-run types, and Amarr something to go along with their heat build up reduction
what i mean is that if all weapons are considered OP then all are balanced as you can use any of them to great effectiveness. its only a problem when one thing is better than ALL other options.
because of were the scan mod sit slot wise. they already help respective races and tanking styles. caldari and minmatar can use range or precision mods without losing hp. gallente and amarr can use precision in cqc fights where scan range isnt an issue.. it works. like a shotgun gallente fit in cqc. able to see target coming around a corner.
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DeathwindRising
ROGUE RELICS
430
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Posted - 2014.07.13 17:38:00 -
[13] - Quote
Ghost Kaisar wrote:DeathwindRising wrote:Ghost Kaisar wrote:DeathwindRising wrote:i really disagree with with everything here. the fact that scouts are better at everything related to ewar seems unnecessary.
wheres the division of power between classes?
if scouts are supposed to be stealthy... why do they need scan range and precision bonuses as well? they have cloaks
if assaults are supposed to be slayers... why do they not have the more useful scan range bonus? we need to know where the threats are, mainly other assaults and heavies
if logis are supposed to be support... why do they not get the precision bonuses for revealing scouts?
division of power. scouts became light assaults because of their scan range. not their precision, and not because of their scan profiles. you keep trying to force precision, profile and range bonuses within the scout class. why? being stealthy isnt about being able to see everyone on the map and finding people. its about hiding. scouts achieved that the day they got cloaks. now you want them to do everything else on top of it.
if you cant be seen or scanned, you can flank targets all day long. you dont need range and precision as well. nobody knows where you are in the first place.
please rethink your strategy of not dividing ewar among scouts, assaults, and logis instead of handing everything to only scouts. some of those function would be better served on other classes eWAR is the point of the scout suit. eWAR includes everything that involves dampening, precision, and range. This is our domain. Nobody should be better at it. Assaults are getting buffed, hopefully on the regen side, allowing them to be the best at fight back to back battles. Heavies are HP Kings, and DPS kings. Commando's are deadly versatile killers, with an excellent HP pool. Logi's get bonuses to all equipment and form the backbone of PC. Can't play PC without good logi's. If you give eWAR to the other classes, you run the risk of making them VERY OP. Imagine if you had a Amarr assault with range bonuses. Stack 2x precision on them and a range amp. 50m scan on an assault suit that picks up everything that isn't a scout. And he has TONS of armor. yet you forget that if all things are OP, then nothing is OPgiving scouts two equipment slots made scout logis. giving them scan range bonuses made them slayers. precision is about the only thing scouts dont need as they can already see every other class of suit if assault are supposed to be fighting, then giving them scan range makes sense as it would allow them to quickly find the next target and KEEP fighting. giving it to scouts just makes them OP when they can also cloak. closing range and using their shotguns with impunity That is a terrible, terrible thought. If you give assaults the ability to be their own eWAR, why on EARTH would anyone run scout?
for increased stealth and cloaks? and no, i got off track with some of you and lost my way. assaults should get a bonus only to range.
you forget how scouts were back when they didnt have cloaks and the scan range was higher on assaults. it was nothing for to grab a scout throw on damps and wreck people with a shotgun with no cloak. people relied too much on their scans, which meant that for most people, if they didnt see anything on their scan, it didnt exist. it was easy to sneak up on people. |
DeathwindRising
ROGUE RELICS
430
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Posted - 2014.07.13 17:39:00 -
[14] - Quote
JRleo jr wrote:DeathwindRising wrote:Appia Vibbia wrote:DeathwindRising wrote: yet you forget that if all things are OP, then nothing is OP
Um. No. That is not how it works. All the rifles were OP, that didn't mean none of the rifles were OP. Ghost Kaiser wrote:How would you fix the Assault suit then?
What would allow it to have a niche in the combat side of the suits? Bonuses that improve play styles. Like Gallente getting a bonus to being up-close and personal. Caldari have a bonus that helps out at range. Minmatar getting a bonus that makes them good hit-and-run types, and Amarr something to go along with their heat build up reduction what i mean is that if all weapons are considered OP then all are balanced as you can use any of them to great effectiveness. its only a problem when one thing is better than ALL other options. because of were the scan mod sit slot wise. they already help respective races and tanking styles. caldari and minmatar can use range or precision mods without losing hp. gallente and amarr can use precision in cqc fights where scan range isnt an issue.. it works. like a shotgun gallente fit in cqc. able to see target coming around a corner. More than 1 gun can have too much power, you know.
what suit other than logis doesnt have more than 1 one gun? im not sure what you meant by your statement |
DeathwindRising
ROGUE RELICS
430
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Posted - 2014.07.13 17:45:00 -
[15] - Quote
JRleo jr wrote: And I meant mkre than 1 weapon can be too powerful like the cr and hmg.
nobody can run a cr and hmg though lol |
DeathwindRising
ROGUE RELICS
430
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Posted - 2014.07.13 17:52:00 -
[16] - Quote
Aero Yassavi wrote:All weapons OP doesn't make them all balanced, because there is not one single degree of OP. In fact, they can all be varying levels of OP.
well sure if you think about it. an AR vs RR in cqc is different than at long range. i get that |
DeathwindRising
ROGUE RELICS
430
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Posted - 2014.07.13 17:59:00 -
[17] - Quote
Appia Vibbia wrote:JRleo jr wrote:Appia Vibbia wrote:DeathwindRising wrote: who here thinks scouts currently have trouble slaying? where have you been these past months? i run a basic light frame and i get 20 kills and 1 death. i cant get those number in an assault suit. (i can but its much easier in a scout suit)
you get more team work through division of power. explain how a cloaked scout is not capable of finding targets? its faster than any other class and cover more ground. and we still have active scanners, so thanks to scouts having two equipment slots they clan run cloaks and active scanners.
your argument doesnt make sense. scouts are independent, more so than any other class, and taking away scan range and precision doesnt change that.
I'm a better slayer in my Gal Assault than I am in any of my scouts suits. Same with Amarr Assault. Min less so because I like armor over shields. MY Cal is pretty awesome though Here's my cal scout vs assault Assault has 455 shields Scout has 445 Assault has 52 hp/s with a complex energizer, scout has 50 hp/s base Scout has higher speed, stamina, stamina regen Scout has less shield delay, scout and assault should swap Scout has proto weappn, assault has basic, assault needs cpu mod to fit proto weapon Can use nanohives or any equip without cpu mods. I already said, I don't care about regen. I want to slay. All I need is HP and damage. http://www.protofits.com/fittings/shared/161/5448
really? so how many could you kill with 1000 hp and no regen, hives, or logi support?
i can kill +20 on ~ 450 eHP and ~85 hp/s shield regen on my cal assault. 1v1? im at a disadvantage. but id kill more than you could with 5000 hp and no reps or regen lol |
DeathwindRising
ROGUE RELICS
430
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Posted - 2014.07.13 18:03:00 -
[18] - Quote
One Eyed King wrote:Deathwind is why it is not ok for Dev groupies to just stop on in. There are plenty of other threads for feedback. The Barbershop was built for those who wanted to argue scout specific topics and continued doing so even when we were completely ignored.
Its not like we just set up shop in a random feedback thread and tried to take over. The reverse shouldn't be true either.
I like constructive criticism, but would prefer that anyone doing so stick around and be a part of the scout community and not just post self serving drivel.
Yes, I am looking at you Deathwind.
i agree with you. but any changes to scouts are changes that affect us all. so it matters. the same way it matters what infantry think when changes are made to vehicles. unless you prefer to not be consulted when those changes come around? |
DeathwindRising
ROGUE RELICS
433
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Posted - 2014.07.14 01:50:00 -
[19] - Quote
LeGoose wrote:DeathwindRising wrote:
really? so how many could you kill with 1000 hp and no regen, hives, or logi support?
i can kill +20 on ~ 450 eHP and ~85 hp/s shield regen on my cal assault. 1v1? im at a disadvantage. but id kill more than you could with 5000 hp and no reps or regen lol
Look if you want to swing your e-peen around go to the war room. No one is impressed by you here. If you wish to talk shop hang out, be reasonable, and maybe people will value your opinion. For the record. Appia would more than likely destroy you.
Taken out of context in response to someone else. I've unfortunately never had the pleasure of meeting Appia in a match. In fact I've rarely see anyone from the forums in matches.
My only point was that I've never seen a max hp armor tanker without support get a respectable kdr. They just can't without support, which is what I thought he was saying was all that was necessary for a slayer. I disagreed |
DeathwindRising
ROGUE RELICS
433
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Posted - 2014.07.14 01:52:00 -
[20] - Quote
shaman oga wrote:Adipem Nothi wrote:shaman oga wrote: You should apologize ...
That'd be civil, but it's pretty much guaranteed not to happen. Brawls are the norm here; words are seldom minced and punches seldom pulled. If a regular thinks you're wrong, he'll call you out. If you don't take kindly to being called out, try harder to not be wrong :) The point is that i'm obviously only here because of the blue tag, but i simply gave my feedback, like i do in many other threads. I play most of time as scout, i use EW and of course i'm interested in what will be the evolution of my role, all the community should be involved in this discussion. I've posted here and i've been personally attacked for no reason and i can't bear it.
I think he's in violation of forum policy. Just ignore him |
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
532
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Posted - 2014.09.01 03:43:00 -
[21] - Quote
CCP Rattati wrote:On snipers,
My main assumption was that Thale's zoom was the major problem, i.e. only counterable by another Thale.
Riddle me this, Appia specifically and Symbiotik if you are here.
1)How far can you really shoot with the Thale's, what are regular and necessary ranges, 400, 500 or 600, to be an effective, team helping sniper?
2) Pretend we reduce the Thale's zoom down to whatever proto is right now. Is the zoom the limiting factor on range or would you need to within 400 metres anyway with proto zoom?
3) If we buff headshot damage so that a proto sniper can down a sentinel in 2, or even 1 and and a body shot, you really only need to have 300 to 450 range, right? Since you don't have the Thale zoom anymore?
4) Why only cal sent right now, I didn't do the math, but galogis with 3 dmg mods would seem ok? Is there ever a case for a long range scout sniper?
5) I would prefer that the tactical sniper could be a scout "shoot and relocate" weapon, that can be effective outside of Rail Rifle and Laser range. Is there a way? Reduced sway maybe, but not quickscoping. If you are being chased, a body shot and followup with smg should be scary to the chaser.
In regards to number 4 and 5,
long range scout sniper? How? I thought the reason people use sniper rifles on thicker hp suits was so they don't get one shotted. But if scouts had passive scans while using the scope... Would that be possible? Or the ability to fire a single sniper rifle shot while cloaked? This way they can help their team with long range scans but also take forward positions and snipe while cloaked.
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
569
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Posted - 2014.10.11 23:24:00 -
[22] - Quote
Adipem Nothi wrote:Roger that!
* Scan Range: +3m Logi, +5m Assault, +5m Commando * Scan Profile: -5 dB Assault * Scan Precision: -5 dB Commando (equal to Assault) * CA Commando: +1 Low Slot, +PG/CPU * MN Commando: +1 Low Slot, +PG/CPU * GA Commando: +1 High Slot, +PG/CPU * AM Commando: +1 High Slot, +PG/CPU
given that commandos are so slow, could we give them +10m to range and -10dB to precision?
i dont think commandos need to be frontline suits like assaults, their damage and dual light weapons are great, but having some native ewar would make them invaluable in "reacting" to battlefield changes.
i would prefer this over an extra slot or HP increase |
DeathwindRising
ROGUE RELICS VP Gaming Alliance
570
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Posted - 2014.10.11 23:46:00 -
[23] - Quote
Appia Nappia wrote:DeathwindRising wrote:Adipem Nothi wrote:Roger that!
* Scan Range: +3m Logi, +5m Assault, +5m Commando * Scan Profile: -5 dB Assault * Scan Precision: -5 dB Commando (equal to Assault) * CA Commando: +1 Low Slot, +PG/CPU * MN Commando: +1 Low Slot, +PG/CPU * GA Commando: +1 High Slot, +PG/CPU * AM Commando: +1 High Slot, +PG/CPU given that commandos are so slow, could we give them +10m to range and -10dB to precision? i dont think commandos need to be frontline suits like assaults, their damage and dual light weapons are great, but having some native ewar would make them invaluable in "reacting" to battlefield changes. i would prefer this over an extra slot or HP increase The Commando still needs to have an equal number of High and Low Slots as their Sentinel equivalent, otherwise they remain in a **** place no matter how you modify their base stats.
this is because we lost the old commando bonus to module efficacy. if we got the 3% per level back we'd be ok. maybe 5% would be better?
i like the fact that commandos are hard to fit because it forces players to max out their fitting skills and weapons. i run FW to get specialist weapons to free up my cpu/pg and i think that increasing our fitting ability would take away the sense of accomplishment in having built a great commando suit using your skill investment |
DeathwindRising
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647
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Posted - 2014.11.13 01:58:00 -
[24] - Quote
Question: what if cloaks didn't run out, but had a 10 second reactivation period similar to a cool down?
What is the risk currently for scouts dropping their cloaks to attack someone if they can often immediately recloak if their attack fails? |
DeathwindRising
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647
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Posted - 2014.11.13 04:33:00 -
[25] - Quote
One Eyed King wrote:DeathwindRising wrote:Question: what if cloaks didn't run out, but had a 10 second reactivation period similar to a cool down?
What is the risk currently for scouts dropping their cloaks to attack someone if they can often immediately recloak if their attack fails? I would like this, but it might actually make a hacking scout OP. I would attack much less, but I would run from place to place hacking like a madman without much in the way of counter. As it is now, I have to be careful to time my cloak duration so that I have it during a hack, which leaves me vulnerable while I am waiting for the timer to fill. Alternately, I just start the hack and hope for the best, being more vulnerable to snipers (like when I hacked a supply depot uncloaked because it ran out, and Kodho sniped me). It might make people who attack multiples hit and run style more vulnerable, but it wouldn't drastically hurt people hunting stragglers.
I'm not a scout so that why I ask such a question, but I die from them a lot. Often they are on the front lines attacking with shotguns and remotes. My problem is that I can't react and counter them before they cloak again. They run in cloaked, and shotgun one or two people and cloak up again. The whole thing is over in about 5 seconds. I can't always rely on scans to counter scouts. I mainly run assault.
My suggestion was intended to make things so scouts and run stealthily unimpeded, but would have to think twice about attacking on the front lines. Obviously my suggestion has no effect on assassinating lone stragglers, which is good IMO, but it would force a scout to think before dropping his cloak. He would have fully commit to an attack instead of being able to cloak again if his attack fails or he is spotted. The scenario I had in mind is that of a scout that attacks two members of a squad, while a third member is near. The scout can kill one or two maybe but then the third member can kill him while he is uncloaked.
I not against scouts running around hacking everything while perma cloaked. It creates a game of cat and mouse trying to keep points defended from them. Also, perma cloak lets you actively track targets. You can search for key players and assassinate them when the opportunity presents itself. I honestly think it would add a lot to the game if scouts could perma cloak but had a reactivation delay. Like you said, it hurts the scouts spamming their cloak to get easy kills, but it wouldn't hurt scouts that use it more strategically minded. Assault scouts are a plague to me and many that id like to see less of.
Is a perma cloak with a 10 second reactivation delay something that scouts would be ok with? |
DeathwindRising
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Posted - 2014.11.13 12:25:00 -
[26] - Quote
Varoth Drac wrote:A delay before reactivating the cloak won't help with your problem. It is far too unwieldy and rather pointless to try to recloak under fire as a means of escape. What you will find is that a scout will run and hide before cloaking again, so a delay won't help you kill them.
Cloaks keep getting nerfed, but as they are they aren't causing any problems. Issues people are having with scouts are derived from other things. Personally I feel the small hitbox and naturally good regen encourages too much hp stacking. It feels just as hard to kill a tanked Cal scout as a tanked Cal assault in a straight fight, which is wrong.
that is true. but not being able to cloak again means that the scout cant linger around. he would have to move much farther away while friends are near. as it is now, he can kill me and cloak again before teammate can turn around and spot him. often times he'll simply turn a corner and recloak. a failed attacked and be repeated only seconds later. a 10 second delay means he cant return cloaked again, which gives his victim time to recover or regroup with his friends.
another thing id like to ask is what would scouts think if there was a damage threshold for cloaks? meaning that if you take a certain amount of damage you drop your cloak |
DeathwindRising
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Posted - 2014.11.13 13:59:00 -
[27] - Quote
Vitantur Nothus wrote:Jebus McKing wrote:I'd just like the cloak to work in a way that you become more visible the closer you are to an enemy.
Correct me if I'm wrong but don't you decloak when you are too close to an object/ship in EVE? If the decloak/fire delay worked, this may be a moot point ... a Scout will have to be fully visible well in advance of attack. Update: Decloak/fire delay definitely worked. Looking forward to hearing everyone's thoughts.
not for the scout i just saw. he fired for a full second before uncloaking. all i saw was muzzle flash and damage indicators. insane. |
DeathwindRising
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Posted - 2014.11.19 07:54:00 -
[28] - Quote
CCP Rattati wrote:So why is everyone thinking Mediums are getting a EWAR buff?
I think the Falloff scans are enough to make it viable for a Medium to run one damp/precision/amp just to improve the innermost circle, at least to begin with.
Moving to ewar efficacy for scouts will then counter the high native ewar slayer scouts.
That's it basically.
The inner most circle isn't viable. The base stats need to be increased to take advantage of the percent based bonuses of ewar mods. On top of it all ewar currently still says all races use and treat ewar equally across the board. That's not and shouldn't be true.
Basically the current ewar base stats are all equal across all suits, within each role. Why is this the case when each suit across all roles have different base stats of shield/armor, stamina/regen, movement/sprint speed?
I could point to eve and show how each race has it's own ewar, but since this is dust it suddenly doesn't matter? Now is the perfect time to do this. Re evaluate the base ewar stats so that each race has a more clearly defined preference towards it's own ewar.
P.S.
I shouldn't say ewar. I mean sensors. Each race has noticeably different sensors in eve that the dropsuit scans in dust basically mimic. Except here they don't reflect their race.
Ewar is actually totally different. Ewar in dust is solely the active scanner so far.
Other ewar that could've been added would be equipment that drains stamina, causes weapons to build heat and overheat, jams you HUD (no targeting reticule, damage indicators, TacNet, friend or foe chevrons, ammo count, or health bars.) |
DeathwindRising
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Posted - 2014.12.14 11:31:00 -
[29] - Quote
CCP Rattati wrote:now that high tiered deployables have lower profiles, has that changed something in the RE business?
there are severe issues with everything related to scanning in this game.
i will show you in two separate videos |
DeathwindRising
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Posted - 2015.02.04 15:07:00 -
[30] - Quote
CCP Rattati wrote:Cat Merc wrote:CCP Rattati wrote: This is the bad thing about sharing information, all the conjecture and theorycrafting...even when it is clear that roadmaps are things we want to do, prior to actually planning the actual work. It's like a team that says, we could do 1), 2) or 3) and choose to do 1), that is not failing to do 2) and 3). It's prioritization.
Less is often more with development resources.
Well, yeah, theorycrafting and conjecture happen with limited information given, but that's just the nature of the beast. When holes exist, people fill them themselves. But in this specific case I forgot that the roadmap was given before the planning was set in stone, and for that I apologize. However, I still think you guys are biting off more than you guys can chew. More jaws are needed. Maybe, you gotta have big dreams.
have you thought to consult with other industry professionals? there's alot of experience out there. you were not the first to develop on the ps3. surely there are tricks to be learned from those who walked this path before, why not speak with them?
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DeathwindRising
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Posted - 2015.02.05 02:06:00 -
[31] - Quote
Upgrades past level 3 require tens of thousands of components. The cool downs are also weeks long as well |
DeathwindRising
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Posted - 2015.02.05 11:40:00 -
[32] - Quote
CCP Rattati wrote:Bayeth Mal wrote:So Rattati, what's your thoughts on Dust leaning a little too far towards being overly rewarding to people able to log in every day? Or the juxtaposition of people getting left out?
I'm not sure if you saw my earlier posts but for the entire time I've been playing Dust up until now I've successfully managed to hit the 6kSP daily bonus a grand total of 4 times since it was implemented (IIRC), with a record stretch of 8 days being the longest. (edit: as in logging in the first time on day one, last time on day eight). This was because my job demanded frequent travel for a few days at a time. But when I was home I'd have marathon sessions, sitting down and knocking out the weekly SP cap over the weekend every week for months at a time (not any more obviously).
Am I less of a player or customer than the guy who logs in, plays a few games and leaves, even though our total hours played over the week may be the same?
Now I'm no longer in that job and while I know it's not exactly normal, if I was still in that job the requirement to log in every day or couple of days in order to keep my warbarge functioning would frustrate me. I would only be getting a fraction out of it compared to others.
I know it's hard to cater to everybody's lifestyle as we're all different, but I was surprised by this as my understanding is you were trying to help out the "casual, have job and kids and can only get a few hours in on the weekend" player.
Any player with a job must be infinitely more valuable as a customer than the unemployed "poop sock" squad.
Note: This is a re-post as it was missed. Ugh, I would love to tie rewards to "played" minutes, rather than logons. Let me think about this, and no, I don't feel that you are less of a player/customer at all. Feel free to help me with non-exploitable fixes to rewarding crunch players that don't make the others feel that they don't need to log in regularly. Problem is that everytime you leave for work, I don't know if you are ever coming back :), maybe a subscription system might say "I am dedicated, reward me".
Some people don't come back... It's weird that you should say such a thing. There's actually been a death in our dust community |
DeathwindRising
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Posted - 2015.02.06 07:31:00 -
[33] - Quote
CCP Rattati wrote:Arkena Wyrnspire wrote:CCP Rattati wrote:I need to balance feature development with revenues, that's simply my job.
The problem I have can be simplified down to a disagreement with your balancing of this. All of your features are designed as revenue generators, rather than actual content features. Fundamentally untrue, and malicious. When that happens, I simply stop listening.
I like the new map :) |
DeathwindRising
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Posted - 2015.02.06 15:06:00 -
[34] - Quote
CCP Rattati wrote:I have been playing as a new player in the last weeks, start an alt every day.
There are quite a few things that can be done.
One, instead of character WP throwing you out, account WP should throw you out.
Multiple heavies in LAVs redlining newbs, constantly.
I will share more soon.
these cant possibly be the same heavies in lavs from , well, since forever? the same ones forums are littered with threads about?
the same heavies CCP doesnt seem to know anything about? those heavies?
about f'ing time. god it feels like it takes years to fix things around here.
great work on a lot of other things though. |
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