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Thread Statistics | Show CCP posts - 178 post(s) |
Grimmiers
602
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Posted - 2014.06.28 16:20:00 -
[1] - Quote
CCP Rattati wrote:No way am I plowing through 813 pages to find the answer, so I will just post the question directly here.
If it can be done, what do scouts think of passive scans not being shared in squads, only active scans. If that is technically possible, maybe we can work on some of the scan/damp mechanics in a completely different way and CA scout won't be the be all and end all it is right now due to that.
That could lead to different hunting playstyles of various sig/scan profiles instead of the wallhack circle of death.
Independently of any ewar changes we mean to boost Amarr and Min Scouts in some way, not major way and also buff Assault, not nerf Heavies nor Scouts. If we can do that and not have to hit CA scout with nerfs, then that is our preferred path.
All good feedback appreciated R
Well if you get rid of the shared scans I think you can use that as a buff for the amarr assault. It seems major, but if you can make it so it pulses at set intervals that may balance it. An interesting ewar buff for minmatar would be passive scans for remotes that could also ping for the team.
As for active scanners, I thought it would be cool if they had a small radial scan added to the cone. Nothing greater than maybe 20~25 meters. It would make the focused scanner more useful for as a scout counter.
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Grimmiers
603
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Posted - 2014.06.29 12:32:00 -
[2] - Quote
Haerr wrote:Would still like CCP to remove the directional arrow on the mini map and replace it with a circle instead.
Edit: TPLAK!
I second this. Scouts would have to rely on a cloak to see where the enemy is directing their attention.
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Grimmiers
616
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Posted - 2014.07.07 00:43:00 -
[3] - Quote
CCP Rattati wrote:OK, so Nova Knives weren't mentioned because they were not part of the question...
We want to make the stronger and cheaper PG wise though, as well as KinCats and Codebreakers.
Yes this is without removing Passive shared, because that is not a triviality it seems.
And yes, we are looking intensely at efficacy module bonuses, it's a bigger change so we want more time to do that right.
We are also hoping to buff the assault to get slayers back where they belong.
There is a draconian way to gently prod slayers out of the scouts, fitting penalties as a role (just like fitting bonus for a scout) on plates.
What does this crowd say about that?
This is probably not something that would make it ingame, but I had this idea to just have the slots buff the modules based on what would benefit that race.
The spreadsheet has the level 5 assault racial bonuses applied to each module.
https://docs.google.com/spreadsheets/d/1nLT5Md34a4fmSeJ288Jdiq1Vl30ndo7BvqDnIYN2FTE/edit#gid=0
The idea was to keep assaults a flexible middle ground and make the high slot count more meaningful. How a player chooses to slay should be much more than just more tank and damage, so this could promote unique styles of assaulting.
I made this for another assault based thread, but it's about module bonuses, so I thought you'd like to see. |
Grimmiers
801
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Posted - 2015.02.25 16:24:00 -
[4] - Quote
CCP Rattati wrote:Yea, we are scaling at 3 stacked proto myofibs on minmatar scouts being able to jump on top of the big containers.
Stacking penalties = on
proto jump increase is around 25% at that rate
We are also using the opportunity to work on a active duration/cooldown jump pack equipment, like cloaks. Those would be more in the vein of Tribes or a traditional jump-pack ala 40k.
Sounds awesome and scary. Myofibs should also decrease fall damage so we don't have scouts falling to their death all match.
If possible you should also add a dust kicking up effect to players with enhanced jumping just to make it look legit.
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