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Thread Statistics | Show CCP posts - 178 post(s) |
Oswald Rehnquist
383
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Posted - 2013.11.02 21:52:00 -
[1] - Quote
Django Quik wrote:Running against Red Star in PC tonight was an eye opener of how useless scouts truly are in PC.
While I was easily able to flank around the city and enemy home objective and sneak in for the occasional hack, it was impossible to get back out because there was instantly a tank rolling in with a heavy to mow me down and nothing I could do against him. And then so many times I'd reach an objective guarded by just one heavy and be unable to get even close because even after fluxing his shields down he killed me with a toxin SMG before I could finish off his armour with my proto SMG.
I'm trying to wrap my head around how scouts could be made competitive in PC but struggling. Even if we had speed and stealth working properly, all they need is a lone heavy watching an objective and there's no way we can get in there. If we run with other teammates in PC we're already foregoing our stealth and speed, so what's the point in using a scout suit instead of a medium?
The only solution I can come up with is some sort of damage bonus, so that if we do manage to get the jump on someone we can take them out instead of them just shrugging off a few bullets and smacking us down.
1) Disengagement Mechanic
2) Debuffing
Is how we will make a dent in PC, to make them unique I still think they should be active modules on the scout suit
https://forums.dust514.com/default.aspx?g=posts&t=117195
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Oswald Rehnquist
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Posted - 2013.11.02 22:18:00 -
[2] - Quote
Django Quik wrote:1) Disengagement is useful but only serves to further relegate our ability to kill. We need ways to be able to effectively engage! 2) Debuffing could help but I'm not too sure how much and we are certainly a long way off from it too.
The idea is we do well when we engage on our terms, we only do well when we engage in the odds are entirely in our favor, and we do really bad when we misread, having a mechanic to help our reduce our margin of error would be nice.
Debuffing is also a form of engaging, its also not too out of the question, its no harder than making new equipment that interacts with dropsuits
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Oswald Rehnquist
446
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Posted - 2013.11.06 08:56:00 -
[3] - Quote
I already have a lot written up in word, in fact I have two variations of each pending on what direction its going to go, but I need some input from you guys on one basic aspect, I was torn by having something effective but more radical vs trying to keep it simple so CCP would actually do it, but I need your guy's opinion on this, I'll take a snippet of the issue at hand of what I was writting.
***Preliminary Note*** While I think cloaking should be active module based and scout exclusive, CCP is most likely going to make cloaking an equipment piece which any suit can use, and if it is equipment, suit stats like profile sig (like how suit precision does has no relations with active scanners) mean nothing because itGÇÖs the item that is activating and not the suit, which is stupid because it renders the few positive scout stats even more useless. Thus the scoutGÇÖs salvation is going to be non equipment related and should take on the form of active module abilities (special scout mid slots). While I have one scout planned for a second equipment slot (support-ama), the second equipment slot is not what is going to save it especially considering that the equipment king is also the cpu/pg king and equipment does not discriminate or go base off of suit stats, the support scout would still have mid slots. ***End Note***
Essentially given a scout exclusive item with access to a special group of modules means that these abilities can then be based off of scout suit's stats, it also means that these functions could not be "done better by a medium frame" because they couldn't do them to begin with to be compared with, and harmful EWAR could thrive and be scout exclusive under this model.
The only problem is I don't think CCP is looking to invest that much into scouts, and an equipment based model (adding a second equipment slot) is just going to propel the logi, because......
logi survivability + 3 equipment slots + Largest CPU/PG pool
Does not equal
Scout Insta Death + 2 equipment slots + smallest CPU/PG
and as mentioned before equipment has nothing to due with suit stats beyond CPU/PG, so unless scouts are getting more cpu/pg than logis (not happening), equipment solutions are going to backfire for increasing scout utility
Essentially, I'm just seeing if your thoughts are on the active module system aka mid slots, and then I'll edit what I have to work with peoples thoughts on it..
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Oswald Rehnquist
460
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Posted - 2013.11.06 19:11:00 -
[4] - Quote
Django Quik wrote: How does that sound to everyone?
All of it is good, but the one thing that is still troublesome is that if cloaks are equipment related, then they do not base themselves off of suit's stats, thus higher levels of cloaking equipment means better cloaking.
Suit precision to active scanners functionality = Profile Sig to equipment cloaks functionality
Also due to the nature of scouts and all snipers, its going to be a mandatory fit for everyone, in fact it would probably be better to bea sniper logi + nano hive + cloak + active scanner
Active scanners have made scout in a pocket a reality for anyone with an equipment slot, cloaking will make scout get away a pocketed item too for all. So our two main stats get neutered by equipment based items
But I also do understand that this is most likely the direction we are going to go, so that's why I'm doing a active module model in addition to a simple this is whats going to happen model.
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Oswald Rehnquist
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Posted - 2013.11.07 00:42:00 -
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Django Quik wrote:Thanks for all the feedback guys.
As far as my idea goes, the reason I've posited it as such is because I think this is the most likely way it will be done, as it requires no extra things be added to the game to facilitate it. Active module slots sounds cool but it would mean every suit would need redesigning in terms of slots, CPU and PG. Cloaks being equipment fits with everything else currently in the game and makes the mechanics fit in well with not being able to shoot/use equipment whilst cloaked. I see no reason why equipment can't relate in some way to our suits' stats.
Unfortunately I'm starting to lean this way too, as I started looking at the range of active modules I had, I was thinking at how long this was going to take to implement (shotty also pointed that out too), so going with the "this is whats going to happen, so lets work with it" approach means that CCP won't have to spend another year on it, I'd like a good scout running before the ps4 transfer
That being the case, like you mentioned what if all the cloaking mod did was make your unit invisible, which would have the same invisibility as anybody else who would use it. And as you mentioned if your precision is higher than their signature they are visibly highlighted bright red on the ground as they are outlined by tacnet.
The cloak should also last as long as its maintained, the difference between scout and non scout though is that when non scouts cloak, they are entirely immobile, when scouts cloak they are allowed to walk at a slow pace.
The gal Scout has the low slots to be the best dampened scout and thus the best cloaking unit under this model, also the gal scout would be the best for non scout cloak detection due to its radius catching all those medium wannabes who aren't moving. So you got your gal scout cloaking shot gunner who can ruin medium frames day and a good support unit for being able to counter non scout cloaked units, which would be a role that pc players would find valuable.
It would also mean that the cal scout would be the best anti scout for spotting cloaked scouts, due to what should be a precision bonus and high slots, but more is still definitely needed for this scout though.
The Min scout should be designed around explosives particularly grenades, we can still slap on the knife bonus for nostalgia purposes, but the advantage of explosives is that you can get kills from non direct means which should serve the min once its speed picks up. Something like carries more grenades and tosses two grenades at a time, thus making it a very 1 vs many group smashing and effective AVer. Another innate trait could be explosion upon death.
The Amarr Scout is more of a mystery, because the amarr ways do not mesh well with the scout, so perhaps give this one an extra equipment slot over the other scouts and have it be the scout logi hybrid.
Let me know if this is acceptable and then we can come up with equipment ideas that would favor the scout more (I have a few already), we could then start working on slot layouts.
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Oswald Rehnquist
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Posted - 2013.11.07 05:49:00 -
[6] - Quote
Vargralor wrote:Oswald Rehnquist wrote:Django Quik wrote:Thanks for all the feedback guys.
As far as my idea goes, the reason I've posited it as such is because I think this is the most likely way it will be done, as it requires no extra things be added to the game to facilitate it. Active module slots sounds cool but it would mean every suit would need redesigning in terms of slots, CPU and PG. Cloaks being equipment fits with everything else currently in the game and makes the mechanics fit in well with not being able to shoot/use equipment whilst cloaked. I see no reason why equipment can't relate in some way to our suits' stats. Unfortunately I'm starting to lean this way too, as I started looking at the range of active modules I had, I was thinking at how long this was going to take to implement (shotty also pointed that out too), so going with the "this is whats going to happen, so lets work with it" approach means that CCP won't have to spend another year on it, I'd like a good scout running before the ps4 transfer That being the case, like you mentioned what if all the cloaking mod did was make your unit invisible, which would have the same invisibility as anybody else who would use it. And as you mentioned if your precision is higher than their signature they are visibly highlighted bright red on the ground as they are outlined by tacnet. The cloak should also last as long as its maintained, the difference between scout and non scout though is that when non scouts cloak, they are entirely immobile, when scouts cloak they are allowed to walk at a slow pace. The gal Scout has the low slots to be the best dampened scout and thus the best cloaking unit under this model, also the gal scout would be the best for non scout cloak detection due to its radius catching all those medium wannabes who aren't moving. So you got your gal scout cloaking shot gunner who can ruin medium frames day and a good support unit for being able to counter non scout cloaked units, which would be a role that pc players would find valuable. It would also mean that the cal scout would be the best anti scout for spotting cloaked scouts, due to what should be a precision bonus and high slots, but more is still definitely needed for this scout though. The Min scout should be designed around explosives particularly grenades, we can still slap on the knife bonus for nostalgia purposes, but the advantage of explosives is that you can get kills from non direct means which should serve the min once its speed picks up. Something like carries more grenades and tosses two grenades at a time, thus making it a very 1 vs many group smashing and effective AVer. Another innate trait could be explosion upon death. The Amarr Scout is more of a mystery, because the amarr ways do not mesh well with the scout, so perhaps give this one an extra equipment slot over the other scouts and have it be the scout logi hybrid. Let me know if this is acceptable and then we can come up with equipment ideas that would favor the scout more (I have a few already), we could then start working on slot layouts. I agree that the equipment slot is a likely path for CCP to take. Another possibility down similar to this path is that rather than equipment the cloak takes up a weapon slot (which is more or less what happens in EVE). The if it is an active device you simply need to "Fire" it as you would your weapon and we still get our equipment slot as normal. Now in order to prevent every suit from running one it would need to take a Light weapon slot, not Sidearm. Assaults and Heavies could use but it is very unlikely many players would. Logis could certainly use it but they lose all weapons to do so. Scouts are quite capable killers with Sidearms only. The downside of course is you can't run a shotgun with a cloak, but it is a balance trade off.
That option has been discussed and is my favorite simple solution, because you can then have scouts with one light weapon slot and two sidearm slots, and a two light weapon slot light frame/scout that would be interesting, it would also help commandos who should also have better stealth for what they give up.
Barring that I think the immobility penalty for non scout suits would work assuming CCP is going with the equipment option, though planning this would be a lot easier if we just knew what CCP was doing so we can work with it.
It might not be a bad idea to have start a new thread specifically about cloaks as equipment vs light weapon slot, as it would allow us to escape our scout bro echo chambers we have here, I might even do that now and see how much I get thrashed or ignored on the boards.
Also thanks for commenting
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Oswald Rehnquist
476
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Posted - 2013.11.07 18:40:00 -
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KAGEHOSHI Horned Wolf wrote:Krom Ganesh wrote:This is somewhat similar to an idea Oswald had, but how about this:
New Dropsuit slot type
Active Module Slot - Modules that go into this slot work like active modules on vehicles (Active time & cooldown time) - Used to fit Cloaking, E-War, etc. - Each suit is given one (except Sentinels) - Scouts get more --- Amount each scout suit has is dependent on the suit's tier and race - Scouts get an additional Class Bonus that decreases fitting costs of all active modules (Could out right replace if scouts also got a ~25% decrease to scan profile) - Scouts get an additional Racial Bonus that improves the performance of an active module relevant to their race --- For example, Gallente Scout could get a bonus that decreases Cloaking cooldown time
This would change scouts so that we would be the most versatile in being anti-logis but not denying the other suits access to our abilities.
Edit: Cleaned up proposal I like the idea of active mods, but I'm undecided on how I'd like to see them applied. I wanted each of them to be based on frame size, and specialization. Example, lights gt a speed active mod, and scouts get cloaking active mods (but the light could swap out the cloaking for speed if it wants to, since scouts are still lights). Likewise, basic heavy could have module that makes it unable to move, but increases damage output substantially, and heavy sentinels could have the option of using an sentinel HP hardener instead. In this idea, each suit only gets one. It was born out of discussion with Cat_merc on Skype, and I was waiting for his ban to be lifted so he could make the thread. Your idea would also be a great implementation as well, though I feel bad for heavies. Would certainly be a buff to scouts, which is very much needed. Can you provide more examples of possible active modules?
https://forums.dust514.com/default.aspx?g=posts&m=1423666#post1423666
did this in October, which is what got the active module thing started, its out of date considering the new changes, but it was part of my scout redesign
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Oswald Rehnquist
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Posted - 2013.11.09 05:45:00 -
[8] - Quote
Scouts need to look at these two links
Scout Fixed +Racial Scouts Gong to Take Longer
But...
Heavy Frames getting something built in to define them
Which I am thinking active hardeners for heavies, meaning perhaps the list of active module abilities could become a reality for scouts, which is something I did not think was going to happen before hand. Though they really do need to create some sort of vanilla hotfix for scouts while we wait out the next 2 to 3 months, which at that point I could become a full fledged pilot with all the millions of sp I was saving for scout stuff.
In which case, perhaps we should continue adding to the list
Active Scout Modules
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Oswald Rehnquist
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Posted - 2013.11.09 06:54:00 -
[9] - Quote
I also wanted to throw this on here
https://forums.dust514.com/default.aspx?g=posts&m=1478634#post1478634
I've also condensed my active modules because I think our active modules should mainly be defensive in nature with offensive utility.
Gallente- Cloak Active Module- Makes you walk show but if an enemy is not moving fast enough or is entrenched you can break the cloak by just shooting him.
Caldari- Mimic Active Module- makes you appear as a friendly unless somebody is scoping you or are within a certain distance
Minmatar- Adrenalin Active Module- essentially a free boost to massively pump up speed, melee/wep damage, jump height/distance
Amarr- Warp Active Module- the ability to teleport on a spot, distance based off how much stamina you can consume.
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Oswald Rehnquist
496
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Posted - 2013.11.09 17:50:00 -
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Krom Ganesh wrote:Oswald Rehnquist wrote:Gallente- Cloak Active Module- Makes you walk show but if an enemy is not moving fast enough or is entrenched you can break the cloak by just shooting him.
Caldari- Mimic Active Module- makes you appear as a friendly unless somebody is scoping you or are within a certain distance
Minmatar- Adrenalin Active Module- essentially a free boost to massively pump up speed, melee/wep damage, jump height/distance
Amarr- Warp Active Module- the ability to teleport on a spot, distance based off how much stamina you can consume. I don't like how the abilities are stuck on a suit. Should certain suits be more effective at specific active mods? Yes. But having set active mods reduces our ability to customize our scout the way we want? Is there anything wrong with me wanting a caldari scout that can hid from enemies? Is there anything wrong with me wanting an Amarr scout that can in a pinch over come its slower speed?
I'm sure you say the first larger list that was amde, which could be exchangeable, I"m all for that, but based on a post by a IWS which they are going to "build" something into the heavy suit to define them. Meaning it could be a hardener, and if they are going to just build one thing into the scout suit it will most likely just be the cloak, I just threw out a few more options so instead of one ability so CCP could do different ones considering that the hardeners might be coming in a shield or armor variant.
But yeah, I"m just throwing out ideas, and see what people like because the scout is literally and sadly a very empty canvas, which makes it harder to build it up because the directions are endless. But at the same time I don't know how much time will be spent on scouts.
I know we got the active module aka mid slot popular but having back ups wouldn't hurt, especially smaller changes which could be implemented sooner.
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Oswald Rehnquist
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Posted - 2013.11.10 20:50:00 -
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Most Fun I ever had as a Scout in a while as I went Splinter Cell in Space
Scotty pulled one up on me as he thought it would be funny to put me by myself against an entire team, apparently he thought it was funny enough that he did this twice
I ran as a duel scram P scout for both runs, this happened for one ambush and for one skirmish. Fortunately both were in the gallente research facility. It was peaceful but at the same time like the biggest thrill there was with everybody hunting you down as I literally stayed in the middle of their pack the whole time right around the corner. Got off a lot of hacks to lure them in shot them in the back, drop remotes in hallways, loop around corners.
I actually won my ambush match with 6/0, (8 people left right before the end, leaving 8 behind)
The skirmish match went 2/1 and there were only like 10 people in that match, got even more hacks going, there were lav chases and dropships looking for me.
was fun overall
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Oswald Rehnquist
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Posted - 2013.11.11 05:25:00 -
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Shotty GoBang wrote:Latest Dev Post: Interview with Wolfman ...
Combat Rifle and Rail Rifle confirmed for 1.7. Looks like the new Scout suits didn't make the cut:
Q: Just to round this off, what can you reveal right now as to what players can expect in the next couple of months?
A: I think people know that we have had a number of content-related things that have been on the boil for a while, so with Uprising 1.7 weGÇÖve got the first wave of that with the rail rifle and the combat rifle. WeGÇÖll be continuing to work on the likes of the light and heavy dropsuit trees and the weapons that relate to those, so there will be more of that coming in the future.
I already linked to those being delayed a few days ago
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Oswald Rehnquist
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Posted - 2013.11.12 04:26:00 -
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I made the mistake of not vetting stuff first here before throwing something out to the rest of the forums, it was also a mistake to throw something out while I was still theory crafting (biggest mistake).
Essentially I can see major gains in scouts if we can tie in an equipment item based of a scout stat, so there is use off that equipment plus the benefit of the scout stat.
EWAR Equipment related function Scout Designs, thus equipment is available for all, this is intended to keep everything simple
This is the only one I"m positive on,
Equipment: Tacnet Jammer -Caldari- 10% increase to precision --The major aspect of precision would be applied to Tacnet Jammers, while the equipment themselves will apply a range of effects, the ability to reach or apply any of the effects on targets will be based off of suits precision stat beating the profile sig stat.
Tacnet Jammers do the following Turns off the mini map, turns off IFF (identify friend foe) indicators, prevents calling in of vehicles or strikes, prevents squad orders. Further levels into the equipment allows it to apply more effects.
Allows for identification of high dampened cloaked units
Also similar to how computer viruses similar are rendered harmless when your computer is able to identify and isolate the rogue program, the precision stat could also be the ewar resistance stat. Essentially this is more of a force recon suit
The rest is entirely up for grabs, perhaps the cloak should go to the min? what are your thoughts?
Equipment: Cloak -gallente- 5% reduction to profile sig and scan radius increae -- cloaks just make you invisible so gallente getting an extra bonus reduction to profile sig and scan radius increase would make the gal scout the best cloaking unit as well as the best anti medium cloak detector. This is more of a combat recon unit, that is able to take on more passive and aggressive roles. I think this one is pretty simple to understand, it would have the ability to beat to focus, coincedentially I c
Equipment: Warp Distruptor -Minmatar- 10% bonus to knife and grenade damage --The warp disruptors are something you channel which creates a bubble around you that slows down anyting moving in it. While the mins' bonus does not directly improve the dynamic it does have synergy with the grenade and kniving damage which both benefit from enemies not being able to react fast enough. This one again is a combat recon suit, and thus a pretty simple but effective idea. Its a good group buster as well as anti vehicle unit.
General Support -Amarr- 5% to Stamina/regen --Essentially instead of an equipment item that works off of stamina give the Amarr scout 2 equipment slots.
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Oswald Rehnquist
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Posted - 2013.11.13 04:56:00 -
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8213 wrote:Okay, I'm confused, in order to make a run at this board, I would have to start counting from now on?
You bring up a good point, I was actually joking around with a few friends on dust saying the best scoring scout is broke / retired tanker.
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Oswald Rehnquist
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Posted - 2013.11.13 07:21:00 -
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Llast 326 wrote:How many are 100% am I the only fool?
100% here myself, its the only suit I have used. The only time I've played other classes/suits was on the accounts of friends and family. People were quite amused and intrigued when I used my scout tactics in their sentinel suit, said they picked up a few tricks from watching.
The only thing that might be not scout worthy of me is I also am flying militia dropships when the isk affords me, but they just get me wps (deaths) and not kills since I rely on gunners to do that for me.
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Oswald Rehnquist
578
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Posted - 2013.11.15 09:19:00 -
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I remember somebody at one point asked about recording something, I got a recorder and produced this
http://www.youtube.com/watch?v=i8X7qUXaqS8&feature=youtu.be
Plenty of flaws in my gameplay in the video (especially my first death as I was an idiot there), but its me soloing and having fun. Also showcasing my play style, not all of it is exciting though, the first half is better than the last half.
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Oswald Rehnquist
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Posted - 2013.11.15 15:32:00 -
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Shotty GoBang wrote:Quil Evrything wrote: Unless your name is shotty. Ive seen him wax some guy in under 2 seconds, from 25 or 30m I think? :-/
Probably a 'bit further. Sharpshooter adds quite a 'bit of reach to the SMG. In my opinion, all high RoF weapons (excluding the HMG) should have Aim Assist dialed back a 'bit. Gun Game doesn't matter at the moment. On a side note, I'm running a pistol today. Only at Operation II, so I haven't unlocked the goodies yet, but ... HOLY COW THIS THING IS AWESOME!
As you can tell its my favorite weapon, I would literally be in scout heaven if they just gave me one scout with 3 sidearm slots *cough* Cal Scout *cough*
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Oswald Rehnquist
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Posted - 2013.11.15 21:41:00 -
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Llast 326 wrote:Sadly I am writing a paper on the social construction of crime and criminal identityGǪ. and poking around the forums Let me know how it goes
I wasn't much of a fan of Howard Becker Labeling theory, I take it you're a crim major as well?
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Oswald Rehnquist
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Posted - 2013.11.15 23:24:00 -
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Cass Caul wrote:Spademan wrote:Quil Evrything wrote:Jak'Saan wrote: As a senior software engineer I have to finally say DUST 514 is a horrible piece of software.
As another senior software engineer, I resent that remark :) The SOFTWARE is fine.. the design spec is what's at fault. Im guessing the AR OP-ness is mandated by someone who has written few, if any, lines of code in their lives. As a guy in an Art's Course I say we need more colours! Colors would be fine, so long as they kept the coloring to walls and structures. Can we have the hills and terrain be, you know, earthen colors. Not some xenophilic sulfur depost
we actually benefit from the monotony by blending in more
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Oswald Rehnquist
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Posted - 2013.11.16 00:07:00 -
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Cass Caul wrote:I'm not a big fan of the coloring system used at present. I think suits should be colored by racial standards and not role standards. I want all three of my Gallente suits green! Caldari can be that gunmetal color, Amarr gold, and Minmatar that brown.
I believe the FW suits will be color coded as such
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Oswald Rehnquist
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Posted - 2013.11.16 05:54:00 -
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Shotty GoBang wrote:Foxbat 071 wrote:Seeing all the talk of scrambler pistols, I decided to put some SP into them today. Made a simple militia fit with dual pistols and a scanner. Pretty awesome stuff. I just may spend some of the SP I've been saving for 1.7 on pistols. Yes.
Oh uh, what horrors have now been unleashed.... I feel like I just opened Pandora's box. But yeah I used to own all Nova knivers and shotgunners with my pistols. (haven't been killed once by the knife so far since close beta to present/1.6)
If only I can get my hands on some real caldari sidearms then we can call it Armageddon
Once they come out, I will cleanse the scout community of ¦¥-çu¦¥+ƒ+ƒ+Éb loyalists
In all seriousness though, I've been thinking that scout debuffing should cover a wide areas effecting whole squad/teams that last quite a while, essentially make it extremely powerful. The purpose of this is to create a scout v scout meta game, in where scouts would have to track down the debuffing hostile scouts and kill him off to remove the debuff applied to their team to ensure their own teams victory. Since mediums counter mediums in traditional frontline fighting, scouts should counter scouts in an ewar / assassination aspect. I'll probably make a separate post on this to throw out some ideas, but having scouts hunt/hide/debuff against fellow scouts would apply the best flankers against each other.
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Oswald Rehnquist
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Posted - 2013.11.16 06:06:00 -
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Matticus Monk wrote:Quil Evrything wrote:Cass Caul wrote:I used to love the KLO-1. But It just isn't working out between us anymore. I need higher RoF
well of course, that's what the TT-3 is for Ya know how you can mad trigger-spam a scrambler rifle? thats kinda how the TT-3 is. Forget the stupid ROF numbers in the market. Try it out, and you'll be hooked. Yeah, seeing all the posts on scrambler pistols has made me very happy today. And seeing the video was icing on the cake! I've searched for a video of Dust scram pistol usage for a while and this is the first I've seen! I think the assault has additional range as well, right? I only started using the basic assault today for the extra ammo and I can't really tell for sure..... it's nice having the extra ROF though, even if it is only a small buff at standard level.
Assault hands down,
More Ammo- helps when you main it Range- which is very nice RoF- Which allows it to challenge ScR dps
The breach has its uses and makes a good OHKO weapon, but loses out on too many aspects for me to favor it as my main. If you look at my second death the breach would have been more useful and saved me there, but if you look at some of my more wild shootings the assault saved me more times during the match by being more forgiving.
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Oswald Rehnquist
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Posted - 2013.11.16 20:09:00 -
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We also have to realize that a low TTK helps scouts more than anybody, when hp is trivial then the difference in hp between frames becomes trivial, increase TTK and the guy will have more time to react to attacks, as it stands now a 200 ehp suit can drop a 800 ehp suit in less than a second, so it becomes first sight over anything else really.
Mind you, it took a couple of days to realize this because I had to adapt, but the low TTK does in fact work in our favor.
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Oswald Rehnquist
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Posted - 2013.11.16 20:21:00 -
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Atiim wrote:Oswald Rehnquist wrote:We also have to realize that a low TTK helps scouts more than anybody, when hp is trivial then the difference in hp between frames becomes trivial, increase TTK and the guy will have more time to react to attacks, as it stands now a 200 ehp suit can drop a 800 ehp suit in less than a second, so it becomes first sight over anything else really.
Mind you, it took a couple of days to realize this because I had to adapt, but the low TTK does in fact work in our favor. It may work in our favor, but that doesn't mean TTK is fine. I still believe that it should be increased/
Never said TTK is fine, but something to keep in mind when game mechanics change, and we all know its gong to change. But CCP is going to need to understand this when they do change it the equation between suits will change dramatically.
Edit:
an example of this might be that if TTK is increased to a large degree to where you couldn't kill your target in one clip with our normal weapons, then the most viable weapon for scouts could become the plasma cannon, the balance between TTK and scout's need for alpha weapons sways weapon success by a large margin.
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Posted - 2013.11.17 21:33:00 -
[25] - Quote
Cyrius Li-Moody wrote:Kahn Zo wrote:and that, Ladies and Gentlemen is how it's done. Very nice sir cyrius. Please, spill about your build in the vid. I am impressed 2 complex shields 1 cpu upgrade 1 enh. cardiac regulator TT-3 Assault Scr. Pistol ZN-28 Nova Knives M-1 Locus Grenades Remotes Explosives Spaztastic play style. I like seeing how many people I can try to take down in a group before someone inevitably kills me. The engagement at the end was one of those moments where everything goes according to plan... Minus the guy spawning in at the end.
That was a dam good video,
Can you by any chance post entire matches? I'm interested to see how you approach and or avoid confrontations, I'm not a knifer so this is just something I was curious on how you worked that.
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Posted - 2013.11.18 23:22:00 -
[26] - Quote
**Important**
Factional Warfare Trading
Fortunately Scouts have a half way decent community, so I can image we can probably do trading a lot easier and a lot fairer than the rest of the community
LP Store Items + Specialist Lower fitting Cost Items
Essentially we can get our scout fix on the basis of trading accordingly, I am hoping there is an amarr scout for pistols and a min scout for the sidearms damage (which I don't have skill into yet)
Caldari Oswald Rehnquist
Gallente
Minmatar
Amarr
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Posted - 2013.11.18 23:33:00 -
[27] - Quote
also just to let you guys know, I'm just putting down main choices because we would expect our main factional choices to be what most people will ask from us.
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Posted - 2013.11.20 02:21:00 -
[28] - Quote
I always wanted to ask, what controller set up do you guys use?
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Posted - 2013.11.23 07:25:00 -
[29] - Quote
***Making Precision Matter***
1) Decloaking heavily dampened Scouts who are using the cloaking equipment
As a minor role it can then work as a counter to highly dampened cloaked units, remember cloaks don't protect you from scanning, they just make you physically invisible, so a higher precision stat than the cloaking unit would essentially render the cloak useless when in scan radius.
2) The major aspect of precision would be applied to Tacnet Jammers, while the equipment themselves will apply a range of effects, the ability to reach targets will be based off of suits precision stat beating our their profile stat, since you can't infect what you can't electronically target.
Equipment: TacNet Jammer
Turns off the mini map, turns off IFF (identify friend foe) indicators, prevents calling in of vehicles or strikes, prevents squad orders. Further levels into the equipment allows it to apply more effects
3) Also similar to how computer viruses are rendered harmless when your computer is able to identify and isolate the rogue program, the precision stat could also be the ewar resistance stat.
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Posted - 2013.11.23 18:29:00 -
[30] - Quote
Niuvo wrote:In CQC, what do you guys like: A stealth kill or an in-your-face kill?
Example: Pistol/SG to the face or knife/SG to the back.
Tip on the quafe event: Rock those damage mods. I'm doing G/1, 2 comp dmg, pro nks, bsc damp and comp reactive.
Depends what you mean by in your face. Pistol shot behind the head when I'm in control and if I lose it I'll run behind a corner and make a stand
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Posted - 2013.11.24 05:53:00 -
[31] - Quote
Shotty GoBang wrote:Quil Evrything wrote:Wait... I just noticed...
Ishukone knives got NERFED?!?!?!
They only do 200 now. I thought they used to do 300! Gah! No stinking way. Musturd, Moody?
They have been that way for a while now, (I know this because I have checked in the beginning of 1.6), so I thought that was the norm.
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Posted - 2013.11.24 20:56:00 -
[32] - Quote
I was going to vote for IWS anyways, from the topics he has covered he seems to have a pretty good idea of roles, and he sympathizes with those who are hardest hit.
He is active on the forums and keeps a level head, so in my mind that is a safer bet than going with a wild card.
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Posted - 2013.11.26 01:38:00 -
[33] - Quote
LeGoose wrote:Thanks for the nova knives advice guys. I'll probably play around with the various fits suggested and see what I like best.
You could probably pick up a few cqc tips from this guy
http://www.youtube.com/watch?v=8mHKHKR8x6A
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Posted - 2013.11.26 06:11:00 -
[34] - Quote
Llast 326 wrote:Oswald Rehnquist wrote:LeGoose wrote:Thanks for the nova knives advice guys. I'll probably play around with the various fits suggested and see what I like best. You could probably pick up a few cqc tips from this guy http://www.youtube.com/watch?v=8mHKHKR8x6A OMG I have not seen that in so long LMAO
dude, did you read the credits to it, take a look at who stared the crab
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Posted - 2013.11.26 09:53:00 -
[35] - Quote
I"m just throwing my Christmas List Scout Hotfix that I am hoping to see from CCP, and I am not just listing topics, we all mostly agree on the items that need boosted but I was curious on what you guys thought on the actual numbers, let me know if I'm breaking something.
I particularly like the first one
1) Profile Signature and Precision drop down from 45 to 40
- Doing this will save cpu and will functionally give the scout one extra low slot
--40 (.9) (.75 )= 27,
- Which is dead on where it needs to be considering the high level of sp investment it takes to get it there to beat a cheaper equipment item. This is also useful since high slot scouts (min/cal) will be suffering choice wise since low slots are so important (its why the gal is better than the min at the moment), it also frees up the gal scout for better cqc survival.
- Reduce Dampening mods by a factor of 5% to bring them in line with precision enhancers. This will also reduce the logi/medium "scout" phenomena, while making it hard for the scout to beat the focus
2) Base Stamina increase from 200 to 300
- This increases sprint duration from 20 seconds to 30 seconds
- Since CCP has a very low unofficial and now untested speed cap, stamina can be used to help alleviate the issue
3) Increase movement/sprint by .5 for each scout, and see how well that works
-The hit detection can account for this small increase
4) Fall Damage needs to be reduced by 80%
-Because of its current iteration, scouts one main defensive feature is cut incredible short due to this short fall, in fact the scout under duress has less escape options than the other dropsuits due to the high cost of fall damage on the scout.
Wild Card
Stealth Hacking- Doesn't notify that an objective is being hacked until it enters the contested state
I like this one because this would make scouts extremely useful in PC/FW/Skirmish on this factor alone.
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Posted - 2013.11.27 04:21:00 -
[36] - Quote
Cass Caul wrote:Llast 326 wrote:It's batshyte crazy out there in GDGǪ I thought the BPO thing was impressive but this one snowballed speculation and assumption into ?-+FACT-+ ?faster than that. That's what GD is all about. There are so many people that say things like Oswald posts, ways in which a single person would change things, are what CCP is actually doing Doing that and poor math skills just annoy me so much
lol, what did I do now?
I just stated that it would be cool to have a third side arm (1 light +2 sidearms), and this was off of a joke thread to begin with.
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Posted - 2013.11.27 05:56:00 -
[37] - Quote
Cass Caul wrote:Oswald Rehnquist wrote:Cass Caul wrote:Llast 326 wrote:It's batshyte crazy out there in GDGǪ I thought the BPO thing was impressive but this one snowballed speculation and assumption into ?-+FACT-+ ?faster than that. That's what GD is all about. There are so many people that say things like Oswald posts, ways in which a single person would change things, are what CCP is actually doing Doing that and poor math skills just annoy me so much lol, what did I do now? I just stated that it would be cool to have a third side arm (1 light +2 sidearms), and this was off of a joke thread to begin with. You make a lot of posts about how you'd rebalance or change things. You do it often enough that I notice. That's all. Essentially, someone is going to read your suggestion/desire and think it is actually something CCP is going to do. Even though there were no blue tags in your posts at all.
I admit it is a guilty pleasure, and I plague most gaming communities with it, and if you can believe it I've had to hold my self back a bit, as I have literally wrote up how I would change every suit. I even have like 4 to 5 different ways I'd redo scouts alone.
Traditionally I"m not an fps player and more heavily into RTS, Strategy, Stealth, and action rpg, so I'm very prone to actually spending more time thinking game mechanics than actually playing.
Plus debating game mechanics is much more entertaining than using the forums as a form of social clique
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Posted - 2013.12.03 09:56:00 -
[38] - Quote
Ghost Kaisar wrote:
If you stay true to your word, you'll have my vote for CPM.
OH, BY THE WAY.
If you actually managed to stay up to date on the last 40 some odd pages, you would know that we do talk about who we should vote for (both individually, and some odd collective ideas) and why we should give them our votes.
So if you want to make a public statement to "sell" your votes to the scouts, Here and Now is the time and place.
Since he is not a dev, any promise would be a lie, he can make a case for an urgent scout hotfix in 1.8 but that is about it, which means there isn't much to sell so long as he is actual pushing for the scout hotfix. Devs are the one who allocate the time and resources.
Essentially a CPM's value is decided based on their views on the state of the game which indirectly effect the view of the developers. Basing one's vote an any other metric than this would would be a vote in error.
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Posted - 2013.12.03 19:20:00 -
[39] - Quote
Oswald Rehnquist wrote:**Important** Factional Warfare Trading Fortunately Scouts have a half way decent community, so I can image we can probably do trading a lot easier and a lot fairer than the rest of the community LP Store Items + Specialist Lower fitting Cost ItemsEssentially we can get our scout fix on the basis of trading accordingly, I am hoping there is an amarr scout for pistols and a min scout for the sidearms damage (which I don't have skill into yet) CaldariOswald Rehnquist Shakti Ishii GallenteMatticus Monk Niuvo MinmatarLlast 326 Cyrius Li-Moody Ghost Kaisar AmarrKing Checkmate Edit: and I don't even use Knives
Just throwing this back up
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Posted - 2013.12.03 21:27:00 -
[40] - Quote
**Important**
Factional Warfare Trading
Fortunately Scouts have a half way decent community, so I can image we can probably do trading a lot easier and a lot fairer than the rest of the community
LP Store Items + Specialist Lower fitting Cost Items
Essentially we can get our scout fix on the basis of trading accordingly, I am hoping there is an amarr scout for pistols and a min scout for the sidearms damage (which I don't have skill into yet)
Caldari Oswald Rehnquist Shakti Ishii
Gallente Matticus Monk Niuvo
Minmatar Llast 326 Cyrius Li-Moody Ghost Kaisar Sinboto Simmons
Amarr King Checkmate
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Posted - 2013.12.11 08:13:00 -
[41] - Quote
I've never actually felt so beast in a scout suit since beta, I've been getting 800-2500 wp ranges like it was nothing. My 1.7 theory crafting is actually paying off
I also think armor tankers are dialing it down due to how fast the new rifles chew through them and there are those who don't know how to fight without proto and are suffering without it (to save on isk). And I'm still using my same pistols, about to hit level one in standing in my next win.
Lets see how long this lasts.
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Posted - 2013.12.11 08:16:00 -
[42] - Quote
Quil Evrything wrote:Ghost Kaisar wrote:Krom Ganesh wrote:Has anyone else noticed that installation scanning seems to be gone now? TEST THAT IMMEDIATELY yeah that definitely needs to be tested.. to see if htereis some kind of lower dB limit to it, rther than just "removed".
I have tested this and it has no dB at all had a huge group of mediums going in for hacks and they did not show up based on installations or objectives.
Also I was able to hide right next to an objective and they didn't notice me.
I can record this if you want, but I'm pretty sure they are actually gone.
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Posted - 2013.12.11 09:13:00 -
[43] - Quote
BARDAS wrote:New patch buff Scouts any?
TK Revive spam sucks though, just happened in my last game, they racked up 3 kills before I could kick
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Posted - 2013.12.13 10:25:00 -
[44] - Quote
We have all read the blog about scouts but I wanted to look at this closer, because I think it gives out the direction they are going.
Quote:The Scout role will get very high PG/CPU bonuses to fitting cloak equipment, making it just about the only role that can feasibly fit a cloak field without having to sacrifice the rest of its fit. Individual race skill bonuses will create opportunities for cloaked scouts to scan further and longer than other dropsuits, to have less GÇ£shimmerGÇ¥ as they move, and have lower innate scan profiles so that they can be visually and electronically invisible. These should help create more useful assassins, intel gatherers, and saboteurs. And in time, the introduction of additional Scout specializations will be added to further push the boundaries of the little Light Suit That Could.
Did you guys notice this? If I am reading this right? The scan profile reduction will be one of the racials and not the universal scout bonus. Which means maybe the cpu/pg reduction will become the scout bonus based on the wording.
Also what do you think it means by scanning longer especially when used after the word choice further? Is he referring to the active scanner or is it suggested that passive scans are not 100% or perhaps a lingering effect to passive scanning?
Why I find this interesting is because it looks like we might be getting tied to equipment, which isn't necessarily a bad thing but it is note worthy nonetheless.
Also the later features are what I believe will be offensive ewar.
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Posted - 2013.12.18 01:00:00 -
[45] - Quote
Cass Caul wrote:
This right here. Quill, just stop. Light Weapon? really? No, that is an awful idea. It really only works as a high slot. When it comes out 1 of two things has to happen, either (A) we get a second equipment slot or (B) it is a module. Scanning bonus and making it easier to deploy uplinks as Remnant suggests really only has those two options.
I think out of the light weapon, equipment, slot options, slots are thy most unlikely to happen, unless you got some sort of dev secrets, I'd like to see you think this is happening.
Due to wording I personally think its going to be equipment, which I'll live with that but you guys are giving 0 reasons for why the light weapon is a bad idea
Light Weapon Slot A) Prevents AR Cloak 514 B) Harsh trade off allows for a strong cloak C) Balances across frames, 1) he already powerful logi loses offensive if they cloak 2) Comamndos now can actually fulfill their role due to their slot allocation D) Gives people reason to not run the cloak beyond hard counters
I'm equally open for active modules, light weapon, or equipment options, and I can give a pro / con to any implementation but saying "no" doesn't really cut it for an argument and is kind of a pet peeve of mine. That is just lazy, not that any of us are immune to bad ideas but at least walk through the idea of why it is a bad idea. Enlighten us as you will.
It may not be what you like, so you can tell us how this interrupts you dream build but I don't see how it is a bad idea, its seems feasible, and balance is obtainable with it as a light weapon, which I'm sure its possible to balance it under different implementation.
Though I am curious on how you are seeking a balance with a high slot module, is it going to be an active module or a constant weak camo?
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Posted - 2013.12.18 01:03:00 -
[46] - Quote
Jak'Saan wrote:
Dudes, CCP doesn't read this thread... nor do they care about scouts... nor will they ever care until the last Medium frame stops QQ'ing about something or another. Heck even until the last Heavy stops QQ'ing about something. To date, everyone that is not scout has been heard and represented by the nerf/love bat at least once in one form or another. AV, Vehicles, Assault, Logi, Heavy, etc... Scout received... some base scan range.
Why are we still talking about cloak, like it is ever going to happen.
CCP. Does. Not. Care. About. Scouts. 270 pages, no blue tag. The worst part is that you guys are getting upset at each other for having bad ideas or for not liking your good ideas... lol.
"You have the worst idea ever that CCP will never even look at! You are going to ruin us all by CCP never implementing your idea!" is basically what you are saying.
Well I can top it all, you see I have the best idea ever that CCP will never look at. And I will winning us all by CCP never implementing my idea! And you can't prove otherwise! LOLLLLLLL!
This is more of a no conflict viewpoint, its perfectly legitimate to talk about cloaks, new potential guns, new suits, etc theory crafting means we are ahead of the game with anything they do implement and it is how dropships got to where they are now.
The dropship community is much more theory crafted oriented than we are, and as such they get listened to more often.
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Posted - 2013.12.18 05:05:00 -
[47] - Quote
Daxxis KANNAH wrote:
But his "pro" was rather weak - why would you want to spawn cloak in an overrun area only to have that cloak break once you have to get out of there.
His main reasoning was he wanted to spawn cloak and not lose uplinks because a team could be redlining you. That is a very precise situation to give up my light weapon. And the reasoning was well they wont give us another equipment slot, which they easily can or as most have said, will forego using cloak and just use normal stealth techniques.
I also pointed out that he had other options to deal with that precise instance so most wouldnt give up their light weapon.
I also give him
Hence I jumped in , to throw out some pros to have people pick apart. Not saying that the light weapon slot was my stance, the most likely result, or the best stance, just that it can be feasible / balanced if that is the direction, which was the gist of the post, again not life or death, I'm surviving now so I'd survive either way.
I personally favor the equipment option, because I think I've accepted that as the most likely option anyways (terrible reasoning but meh), but the light weapon option is still entertaining, likewise is the active module, in a game that is as raw as dust is, we can go further into functionality than most games.
I also like arguing the con for people to flesh out their pros, I also like it when people critique my ideas because it makes me look at the finer details of the idea I'm throwing out, which is why I post stuff. If you go through my post you'd see I frequently list the pros / defend something and then turn around and go through the negatives of it. I've been for a second equipment, then against it, and back to supporting it. Initially being against the idea of combining precision enhancements and scan extenders to being for it.
Unless there was name calling on the other pages that I missed or something this shouldn't be causing any fuss as far as I'm concerned we are just discussing pros and cons of different types of implementations or even if it should be implemented at all, which I enjoy, and if I have a certain stance one week, doesn't' mean it will stay the same the next.
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Posted - 2013.12.18 21:32:00 -
[48] - Quote
Scout Registry wrote:@ Ghost Thanks for moving the cloak "debate" to its own thread. Cinnamon Toast w/Mayonnaise. https://forums.dust514.com/default.aspx?g=posts&t=130096@ Quil Your idea was met with resistance here among Brothers. In Ghost's thread, you assert that it "would also leave most scouts quite happy, since using sidearms as primary weapon is quite common ...". In the future, I'd humbly request that you take a poll (at minimum) prior to positing on behalf of the majority. Thank you.
Its not that it was met with disagreement, it was the fact that there was no decorum in the discussion. I can disagree with the light weapon idea without calling it a dumb/stupid idea, which is why the discussion went south. Hence I popped in to organize the pro side as to focus it back on the merits or lack of them not because I agreed with it but that it didn't exactly get a fair shot. Name calling also doesn't fly either but I see that flew under the radar of acceptable actions, and we shouldn't have to do a poll just to share an opinion (even if its wrong/unpopular) on how something could function, that's some pretty crazy 1984 stuff right there.
I think a perfect example was when we were discussing the scouts shared squad vision with Sponk, https://forums.dust514.com/default.aspx?g=posts&t=125329 While it is not required but if you give people the time to flesh it out they usually give out there reasons and the same for any opposition, I like to point that when some consideration was given, he went into more detail on the critiques against him and it ended pretty amicably, at the end of that discussion both of us were just giving each other +1's despite the fact that we disagreed with each other.
In short I don't understand why my political forums that I frequent have more decorum, patience, and thoroughness than a game forum where people are just talking about trivial matters.
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Posted - 2013.12.25 07:56:00 -
[49] - Quote
Scout Registry wrote:Oswald Rehnquist wrote: ... the thread is no longer a constructive idea/debate hub
@ Oswald Good to know. Thanks for looping me in. @ Scout Vets This thread's gone to sh*t. Apologies. How do we fix? Best we vets leave and let he noobs debate theory amongst themselves? Best we vets stick around to slap noobs about when they say stupid things?
I just think the bitter vet syndrome is strong in the scout community due to the lack of dev hugs and poor scaling. 1.7 marked a major downturn in scout spirits, others have also noticed the pessimism of late. If we were to go back into our posting histories, you'd see we responded differently when we criticized others 4 months ago compared to how things are approached now.
My main thing is just not to shoot down people so quick, there are many scouts out there that lack the pearls of wisdom of the experienced scout base, and they will not be better informed until they are "enlightened", which doesn't work when they are "slapped". People are much more receptive to criticism when they think they are actually being listened too, especially when they put some time into the idea (faulty or not), which if you look into the thread which you took that quote from I explained some of the flaws of his ideas, he kindly received them and wanted to talk / share more ideas, despite the fact that I was criticizing his. Essentially scout vets won't be able to communicate their experience if they aren't willing to share them in a decent manor, and in which case how are we to expect others to see differently if they are not communicated with, including the devs, who pay more attention to smaller threads, thus we should be representing the views of the vets in a reasonable manor should it catch a devs eye.
They will continuously be new scouts or returning scouts, and will continuously have revisited ideas or conceptualizations. This phenomena shouldn't generate rage or elitism because there will always be less experienced players with less than perfect visions. While I know I am in the dog house for my defense of decorum, I do think it would go a long way, in the end we are playing a game and no one really wishes us harm to justify any negative feelings.
On another note, I've done this with other online groups and games, and considering its the holidays, if any of you guys are in SoCal after the holidays, I have no qualms with a restaurant or bar meet up, and as long as you guys keep the drinks under $50, I can cover the bill.
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Posted - 2013.12.28 10:26:00 -
[50] - Quote
Krom Ganesh wrote:Quil Evrything wrote:The first order of business, I would think goes something like this. A write up, a la standard Dust weapon description. Quote:The stun baton is a staple of the State Domestic Peacekeeping Force. It delivers an electric charge at close range, to render opponents harmless. The standard baton has carefully calibrated electronics to deliver a precise level of charge, in order to avoid permanent injury to civilians. Most batons in the field have been altered to bypass the built-in safety protocols."
What would be particular amusing, would be if they somehow interacted with enemy shield extenders.. you know, Caldari Technology ... to have increased effect. Don't really care for the idea of non-weapon mods affecting weapon performance or behavior. I see two possible attributes that would make the stun baton viable (needs a cooler name too). They could have a charge attack like the NKs.. but that would be boring. Make them deal fairly low damage but allow successful strikes to reduce the movement speed and perhaps the turn speed while also disrupting disrupting the HUD. Rather than being an assassination weapon, it would become a tool for facilitating escapes from bad odds.
First off I agree that the nova knife functions very gallente like, so I agree that it doesn't seem caldari.
I'm trying to image the utility of a stun baton, it could work one on one, but not killing the guy gives him time to call for help from allies, it also makes you TK susceptible if it requires your own allies to drop him, unless the stun effect is a lasting effect, which would make it extremely powerful to stun and then switch to your killing weapon.
Another way to to the caldari knife is to have it be a nanite knife of sorts
Considering that the Caldari usually focus on anti armor weapons, and the fact that they have efficient nano technology delivery systems, what about a knife that has a medium alpha that applies a DOT effect, lore being destructive nanites breaking down the armor of a suit?
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Posted - 2013.12.31 02:02:00 -
[51] - Quote
Scout Registry wrote:J0LLY R0G3R wrote:So record ur gameplays, also have a cam focused on your hands as your playing. PictureInPicture that on a vid for best response on when it happens? lol Seems like that'd be way too much of a hassel. I don't really recall the bug happening to be, not saying it hasn't because it probably has lol If it ever does and i'm paying attention I'll post it up. May be related to KinCats.
I don't run kinCats and it still happens to me at least once every couple of hours, I can't replicate it on demand though
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Posted - 2013.12.31 02:10:00 -
[52] - Quote
Scout Registry wrote:Oswald Rehnquist wrote: I don't run kinCats and it [slowed sprint] still happens to me at least once every couple of hours, I can't replicate it on demand though
Hmmm ... ok ... then maybe not kincats :-) Which suit and weapon are you using when this happens?
Duel ScP, dragonfly
Seems to happen after
1) getting shot (though it happens with the other two)
2) Crossing over weird terrain
3) Falling from distances that hurt me
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Posted - 2014.01.03 11:06:00 -
[53] - Quote
Since there is talk of a new thread, I wanted to add this. Personally, the biggest excitement and dread for scouts should be cloaks, and I am a big cloak supporter, as in I want them in the game, but I fear them all the same (which means I'll defend them when they are attacked, and chip away at a pro thread, so be warned when cloaks get nearer and we start seeing more threads).
The Pros are obvious enough with CCP fleshing out the rest of the racial line ups with it, and since most if not all of us are scouts I don't have to go into detail how wonderful this could be, but what I'm worried about in particularly, is the potential dumbing down of the scout to get destroyed like the logi suit, by destroyed I mean the very reason why "Logi Bro" no longer runs logis, because its sheer raw power vs its suppose niche role which draws those chasing the path of least resistance making it easily the most populous suit. Considering how long the logi's "niche" suit has been non niche, and how strongly it is defended, I'm worried about how long it would take to "redeem" the scout into a more tactical role should cloaks come in overpowered, this would attract all the lazy logi slayer to become very lazy slayer scouts (no/little positioning/movement/tracking talent required), should the cloak invalidate smart movement.
Essentially, I don't want cheapened slayer scouts popping out of this to easily, and would take a slightly under powered cloak to begin with to prevent this, which others may want more forward slayer scouts or light assaults, which is fine if that is the case, just don't see eye to eye on this which isn't the end of the world.
But another side effect of too strong a cloak would mean more focus scanners, which invalidate scouts with or without cloaks, and with the possibility of not having that profile reduction on all scouts, its something to think about, especially since they are easier to fit. Thus I am interesting in discussing how cloaks should be introduced and if we are wanting a popular suit in a slayer scout suit or with keeping the scout niche because that would determine how it should be introduced.
Considering how well last time went I don't expect too many replies (if any), but to help delay that here are a few organizing questions I have, otherwise I'll just throw this out directly to the general public at a later date. (also if you have more questions to add that you'd like us to answer that would be cool to throw them out as well as to add the to the list when I throw it out into the general population).
1) Any implementation of cloaks will have some sort of simplification of tactics, how much is acceptable? (not really an easy question to answer)
2) Thoughts on scouts becoming most effective as a forward slayer charging cloak unit? (the potential lowest common denominator to result from the cloak)
3) Should there be an offensive trade off from running cloaks? Why / Why not?
It is 3 am, so I am going to prematurely apologize for any grammar or spelling errors.
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Oswald Rehnquist
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Posted - 2014.01.07 04:59:00 -
[54] - Quote
I'm now curious on something about the shotguns,
This happened in uprising but I don't remember which build
But with a militia shotgun, I was able to get just under 500 (something like 475) on a head shot, no damage mods or prof skills (I was using the move controller too, which is what made it so memorable).
It was a match I was thrown into late, I shot one shot and killed a lone straggler with that one shot, and shortly after the match ended, and the damage at the end of the match was something a little under 500. Though if he was a shield tanker, that might of boosted the numbers too when I one shotted him because if he was mostly shields, then there was another 10% boost for the majority of his ehp.
I remember hearing about a flat 10% damage boost which I was never sure if it got reflected into the weapon inspection page or not.
Regardless the shotgun numbers are easy enough to test out without a pms storm, in fact if I can pull a few of you guys as aides, I might just post a video here.
This should be easy enough to test out by just shooting somebody once, and just waiting it out to see what the end of game match says, we can do this with multiple tiers of shotguns to get out some numbers.
We can also run dps comparison tests to see if optimal shotgun shots can out dps ars of an equivalent scale, there is more too it than just dps numbers, but if the shotgun is out dps (or equal dps) after two shots by the AR in the equivalent time in the shotguns optimal, then its a start. Obviously I'm going to need honest peeps who I can trust to tell me where there skill points are allocated to.
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Oswald Rehnquist
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Posted - 2014.01.07 05:57:00 -
[55] - Quote
IgniteableAura wrote:
Oswald, if dust is anything like eve in calculating numbers, it doesn't boost you damage based on shields v armor. Hp is hp.
Example someone had 400 shields and 100 armor. It would take 500 hit points to kill them. No matter what weapon you use, it "should" read as 500 damage done,
Plasma weapons get a 10% boost against shields and a 10% decrease against armor.
Appia Vibbia wrote:Until Uprising 1.3 or 1.4 Hybrid Weapons (Shotguns, Sniper Rifles, ARs) did equal damage to shield and armor. In one of those patches they changed it to Blaster vs Rail. So you did (36-40 (depending on Weaponry level) *[number of pellets hit body] + 36-40* [pellets to head] *1.55) * [(percentage from weapon falloff) / 100]
So there is a large range of possibilities as to how you did 500 damage and a headshot.
I actually did not realize that differentiation came in so late, (I know large rails turrets are still convoluted)
in the 1.2 dev blog they had the numbers posted http://dust514.com/news/blog/2013/07/weapon-ranges-in-uprising-1.2-and-beyond/
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Oswald Rehnquist
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Posted - 2014.01.07 23:23:00 -
[56] - Quote
I actually consider scouts coming last a good thing, only because the majority of the short term peeps chasing FOTM will jump on the other suits and burn their sp before the scout comes out, not only that but being last means you get to see the whole equation before making your decision, so for those who have saved their sp, and especially for scouts, this will be nice.
Until then we suffer, but it should pay off with the knowledge and the lessened FOTM chasing burden.
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Oswald Rehnquist
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Posted - 2014.01.07 23:33:00 -
[57] - Quote
If I had to take a guess of what CCP will do for scouts it would be this (not exactly what I agree with but what I predict), also seeing the two tiered bonuses for heavies it might happen to scouts.
Scout: % reduction to cloaks
Gal: Profile Signature Reduction / less cloak shimmer (the gal logi got the active scanner) Cal: Precision reduction / Radius increase Min: Hacking knifing bonus Am: Stamina bonus? (its in line with CCP's disregard for anything Amarr, Amarr Assault-> )
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Oswald Rehnquist
1004
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Posted - 2014.01.08 19:38:00 -
[58] - Quote
If you guys look at the Caldari bonus, 5% reduction to firing cloak cost per level
it is implied that there is a cost to just activating the cloak so I'm expecting some sort of "ammo" or "stamina bar" like mechanic involved here.
Especially when you consider that they used the term firing instead of activating... It makes me wonder.
edit:
another thing that makes me feel this has ammo is that the amarr bonus shows that there is already a cooldown, so if its not the cooldown which limits the use of the cloak, then there is another limiting mechanic involved which required a reduction.
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Oswald Rehnquist
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Posted - 2014.01.08 22:53:00 -
[59] - Quote
MrShooter01 wrote:jerrmy12 kahoalii wrote:jackbubu wrote:just gonna leave this here Quote:Scout Suit Bonus: +10% bonus to PG/CPU cost of cloak field per level.
Caldari Scout Bonus: 5% reduction to firing cloak cost per level. What does the caldari bonus mean? Sounds to me like the "firing cost" is referring to weapons fire As in there is some sort of penalty for firing a weapon while cloaked (cloak time drains faster?) and the caldari bonus is mitigating that penalty (shoot more bullets before disrupting cloak) Edit: yeah, this. Read the Scout C-1 description in this screenshot http://i.imgur.com/eEeKFxI.png
This right there,
someone actually found the suit description
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Oswald Rehnquist
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Posted - 2014.01.10 00:56:00 -
[60] - Quote
Separating the scout from the cloak,
As funny as it sounds, I am actually OK with not shooting from cloak, I was expecting that actually and was shocked to hear otherwise, you could even read a few pages before hand were several of us agreed with cloaks just for set up or defense, but the entire list of other nerfs people are throwing out can build a book, shotgun noise for cloaking/decloaking, to 20% damage reduction at all times, auto reveal installations, long de/activation delay, gal logis? Its not even a defensive tool after that, and people actually support this.
In short, I don't believe we are going to make any leeway with the CPMs and the rest of the player base with creating a cloak that actually fills a useful function for the scout. Sniper protection in open fields is about what the cloak will provide if we are to take the general consensus, we don't really have a problem with movement otherwise, such a nerf is easily survivable if we could just pretend the cloak doesn't exist and throw it into a dark corner, which means we need better roles/racials.
I propose the following new scout role bonus
Scout bonus: 5% Efficacy and 10% CPU/PG reduction to all Biotic/Electronic modules
Pretty open, literally allows for all current builds to function, and works when future stuff comes in.
Racials are a whole other beast altogether, but what are your guys thoughts in this role bonus?
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Posted - 2014.01.10 01:08:00 -
[61] - Quote
Quil Evrything wrote:Oswald Rehnquist wrote:
(mentioning avoiding snipers using cloaks...)
I propose the following new scout role bonus
Scout bonus: 5% Efficacy and 10% CPU/PG reduction to all Biotic/Electronic modules
Pretty open, literally allows for all current builds to function, and works when future stuff comes in.
Racials are a whole other beast altogether, but what are your guys thoughts in this role bonus?
Mmm... I think i'd rather see the scout suit, particularly gallente, work AS IT IS DESCRIBED ALREADY, in the suit description. It's supposed to have optical camouflage already built in. Just activate it now. Have it be a permanent optical cloak, effective only beyond 50m. Gives us more survivability in the open, against both tanks and snipers. And its also a feature that almost noone else is going to QQ about, because all they care about is CQC effectiveness.
not a bad idea actually if they did this instead of having the cloaked equipment, I doubt the rest of the cpms or the community would accept 50m though
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Posted - 2014.01.10 01:37:00 -
[62] - Quote
Bojo The Mighty wrote:Oswald Rehnquist wrote:Separating the scout from the cloak,
As funny as it sounds, I am actually OK with not shooting from cloak, I was expecting that actually and was shocked to hear otherwise, you could even read a few pages before hand were several of us agreed with cloaks just for set up or defense, but the entire list of other nerfs people are throwing out can build a book, shotgun noise for cloaking/decloaking, to 20% damage reduction at all times, auto reveal installations, long de/activation delay, gal logis? Its not even a defensive tool after that, and people actually support this.
In short, I don't believe we are going to make any leeway with the CPMs and the rest of the player base with creating a cloak that actually fills a useful function for the scout. Sniper protection in open fields is about what the cloak will provide if we are to take the general consensus, we don't really have a problem with movement otherwise, such a nerf is easily survivable if we could just pretend the cloak doesn't exist and throw it into a dark corner, which means we need better roles/racials.
I propose the following new scout role bonus
Scout bonus: 5% Efficacy and 10% CPU/PG reduction to all Biotic/Electronic modules
Pretty open, literally allows for all current builds to function, and works when future stuff comes in.
Racials are a whole other beast altogether, but what are your guys thoughts in this role bonus? But hold the phone Electronic Modules are dirt cheap in terms of fitting. 25 CPU for a complex range amp.....it favors the biotic user very well considering they hog enormous PG quantities. But again, electronic modules are dirt cheap and the slot they take up is more valuable than the CPU they take up.
I concur, though this can be countered by giving scouts a lot more slots than cpu/pg ratio (slight boost to cpu/pg, but like 4 more slots, especially considering how dependent all the mods are on each other), I'm also hoping when ewar comes out there will be special modules that boost their effectiveness or even later down the line actual active modules.
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Oswald Rehnquist
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Posted - 2014.01.10 05:44:00 -
[63] - Quote
mollerz wrote:I don't see why a minja wouldn't get a hacking bonus. One of the primary functions of a minja is to capture and hold outlyer objectives outside the heat of the main battle.
Minjas mainly hack and assassinate really.
not only that, but if you are hacking, most likely you will need to assassinate the point defenders.
but I'll let the mins scouts argue for it or not, I don't have stakes in it so I don't really need a say on this bit.
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Oswald Rehnquist
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Posted - 2014.01.10 19:50:00 -
[64] - Quote
Matticus Monk wrote:@ Shotty - I don't think I want to go on strike for two reasons: 1.) It robs CCP of data. As nervous as I am about them mis-interpreting data, I'm more nervous about them making decisions without it.
I don't really think this is data collection, if it is then CCP scares me, knives can be fun by are in no way the only thing a scouts do, in fact the knife is more of a fun play style more than a serious one. In really competitive matches knifes are not what are used by an large against a really competent opposition.
I also know this because some of the better knifers out there have been stopped dead in their tracks by my little sister who plays a hmg heavy solo guarding an objective, completely destroying an all out scout squad of half knifers and combat rifles. She forced the knifers to go to the combat rifle and still mopped them up. (though I was watching her play and telling her everything they were most likely going to do in advance like "stop, he's luring you out for a remote/ambush", "wedge yourself here", "this guy is will probably trying again by flank this direction", "check six", etc)
It made me realize how scout smarts with other suits is op
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Oswald Rehnquist
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Posted - 2014.01.12 05:06:00 -
[65] - Quote
I gotta say, I'm getting burned out in Cal FW, I'm just jumping through the hoops at this point, only doing somewhere between 900-1500 wp per match, which is subpar from what is needed.
Getting to level 6 is a pain
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Oswald Rehnquist
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Posted - 2014.01.13 16:11:00 -
[66] - Quote
If a cal scout gets a damp and a radius increase, I don't see why we can't tact on another skill to the cal scout
Precision is more useful than an aoe precision raiser, I agree with that, so maybe just have both. I also think they suggested a precision raiser because they can call it a "jammer" until they actually get jammers into the game, in which case they can change it later.
Obviously looking for thoughts on opinions on those who are looking at the cal scout
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Oswald Rehnquist
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Posted - 2014.01.14 00:36:00 -
[67] - Quote
I just realized something
We are losing our Dragonfly Scout BPO
Or its going to be made unusable
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Oswald Rehnquist
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Posted - 2014.01.14 00:40:00 -
[68] - Quote
Sinboto Simmons wrote:Oswald Rehnquist wrote:I just realized something
We are losing our Dragonfly Scout BPO
Or its going to be made unusable Pardon?
The Dragonfly Scout BPO has a light weapon with a sidearm slot, that is no longer going to be the gal scout at any rate, thus it is obsolete
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Oswald Rehnquist
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Posted - 2014.01.14 00:45:00 -
[69] - Quote
Krom Ganesh wrote:It'll either be changed to match the new stats/slots or it will stay the same. CCP won't want to open the bpo removal bag-of-worms so soon. Edit: I also suggest you edit the underlined portion. No need to cause even more forum razing with speculation worded like certainty. Edit2: Though that is now moot since we all quoted Oswald.
Yeah, I am being over dramatic, especially since I won't be using it once the std for the cal scout comes out
And yeah you can't take back what half the peeps have already quoted
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Oswald Rehnquist
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Posted - 2014.01.14 01:03:00 -
[70] - Quote
Krom Ganesh wrote:Llast 326 wrote:Edit: refer to Sig Glad to be of service. o7
I'd like to pick your brain on the cal scout bonus, because I believe we have limited time to influence cpms and devs at this point
if the precision raiser effective both passive and active, would this suffice? Especially if it worked if we entered their radius not the cal scouts radius?
If it effected both, it would mainly be used to get medium frames in closer to do damage, meaning it would be a squad based scout, which is an interesting concept actually, obviously its not the best bonus, but I don't think we are going to get anything great with such a short time frame. I'd still prefer a precision reduction.
I think they decided not to give us a precision reduction because I believe they want the recon dedicated to the gal scout, because their suggestion for the cal scout was definitely out of the box (not very useful though), and I think they did this to avoid giving cal scouts detection bonuses which competes with the gal scout (despite the fact that a high slot cal scout would be great at detecting other scouts)
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Oswald Rehnquist
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Posted - 2014.01.14 01:16:00 -
[71] - Quote
Iron Wolf Saber wrote:would you trade a grenade slot instead? (time sensitive question)
Easily
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Oswald Rehnquist
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Posted - 2014.01.14 03:56:00 -
[72] - Quote
Krom Ganesh wrote:
If there is no promise, then we would need something on top of it that at least benefits the cal scout in some way.
I believe the cpms and the devs are already talking, IWS will try to argue for a grenade slot loss instead it seems.
Someone else mentioned this, so the credit doesn't go to me, the name slips me at the moment too, but he was inquiring about an additional 25% cpu/pg off of cloaks (5% per level), pretty much just extra cpu/pg just to give more leeway with fitting (bland but can be effective). I would image that instead of the "free slot" like min/gal scout get via racial skills, the cal scout would just have more cpu/pg per slot due to its skill instead, I have no idea if this is balanced or not though as this might be treading on the Amarr scout now.
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Oswald Rehnquist
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Posted - 2014.01.14 16:49:00 -
[73] - Quote
Quil Evrything wrote:
So, something to consider.
If we were going that direction, I'd suggest making the scout more combat oriented
1) infiltrators (aka light commandos) 2L/1G/1EQ
2) Harrier (EWAR scout) 2SA / 3 (or 2) EQ
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Oswald Rehnquist
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Posted - 2014.01.14 17:14:00 -
[74] - Quote
Krom Ganesh wrote:Oswald Rehnquist wrote:Quil Evrything wrote: So, something to consider.
If we were going that direction, I'd suggest making the scout more combat oriented 1) infiltrators (aka light commandos) 2L/1G/1EQ 2) Harrier (EWAR scout) 2SA / 3 (or 2) EQ Scout - E-War/Stealth - 1L/1S/2EQ (if absolutely necessary, we can lose the grenade) The scout should be the EWar/Stealth class but should retain 1L and 1S so specialist weapon users (Shotty, LR, MD, etc.) are not left out in the rain. Assassin - CQC - T3 off of scout Gets the scout's bonuses and base stealth as well as its own bonuses to sidearm fitting and damage. Overwatch (or some other name) - Sniper/AV - 2L/0S/2EQ/0G T2 Light frame Sniper/AV class that can use two light weapons so they can snipe/av while still being able to equip a weapon with decent range (useful in the wide open areas where these suits tend to operate). Bonuses to sniping and av as well. Doesn't receive the scout's base profile though. If they are scanned, they should have plenty of range and speed to either hunt their hunter or relocate to a safe location.
Works for me,
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Oswald Rehnquist
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Posted - 2014.01.15 03:28:00 -
[75] - Quote
I'm pretty much at ease at this point, whatever happens, happens, I'll make it work
Excited for the new weapons coming out, to actually leave my dragonfly scout, and to horse around with the cloak (whatever utility it has). I got 4 mill sp saved up, plus anything I get from the sp event, so this should be fun.
Looking forward to 1.8
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Posted - 2014.01.16 23:37:00 -
[76] - Quote
Quil Evrything wrote:Qn1f3 wrote: Also, baiting and blowing with RE's is there anything more fun within the game as of now?
doing a leroy jenkins into the middle of a full squad and blowing with REs Post your top scores! My best so far is 4 Edit: the best is when its a heavy/logi duo. But do it now, cause in 1.8, heavies will be able to survive an RE blast!
My best was when squad finder was first introduced (I was squading with a random squad more often then). It was on the Line Harvest map which I killed 12 people within 2 mins into the match on objective B, a squad of 6 all went to hack one objective (boom), a second squad of 6 went to hack the same objective (boom). The whole squad of randoms was going wild when they saw my kill feed as I was doing my evil laugh.
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Oswald Rehnquist
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Posted - 2014.01.17 04:18:00 -
[77] - Quote
Gavr1lo Pr1nc1p wrote:https://forums.dust514.com/default.aspx?g=posts&t=136328&find=unread
This is my semi-final post in regards to Scout bonuses, as determined by community input. If you guys read it and tell me what you think, Id appreciate it!
If scouts are getting a base of 35 that is essentially is our old/current bonus, which is 34 when rounded compared to a base of 35 which is what CCP proposed, so with the suggested innate damp in the suit its already there. Add in an additional 25%, brings all scouts down to 27 (when rounded up), so perhaps this is intentionally. One also has to consider if the counters are still viable especially when we are getting the cloak, not saying it is or isn't but CCP will be concerned about it.
Another thing to consider is the current precision vs dampening meta game makes precision one of the most useless stats, thus most of us ignore it for the most part due to the fact that our profiles are innately so much lower than our precision, and our base precision is enough to catch most medium frames. I would like precision to be a more meaningful stat thus I am actually in favor of removing lopsided profile/precision, which is easily enough to throw any reduce number innately on our suit without it having to be a skill, so I think an overall cpu/pg reduction on anything with a biotic/electronic tag on any item or module would be a better role bonus.
I'm not going to go into huge detail but I think they is a discrepancy between your gal/min vs your cal/am scouts in skill utility. That being said, since I don't like a role bonus favoring profile over precision, I still think the gal scout should be profile reduction (which is what it is in eve), and the radius bonus, though I understand if I ruffle a few feathers with that one.
of the other two a few issues in utility in your proposition
Cal Scout 1) the cal scout is rendered moot by your gal scout 2) The cal scout bonus you suggested wouldn't even protect a team of mediums from a regular advance scanner 3) Running with medium frames is generally a bad idea in general unless they have ran scout because they don't move quite as intelligently 4) I would image the reduction to active scanners would be difficult to implement
Am Scout 1) The purpose to stamina is equipment running, so would need another a EQ slot over other scouts to justify this role 2) As you suggested if it got the stamina boost, it would need the cooldown reduction as well to open it up.
In addition
I believe CCP is actually getting rid of firing mechanic when cloak based on the fact in the "scouts not satisfied thread" they were inquiring about what the new c-scout bonus would be (and not the others), and the only reason I can come up with why they would just ask for the cal scout is due to the fact that bonus will no longer be part of the mechanic (they also have addressed the cpm's no cloak firing thread), which is why I'm thinking there will be no firing from cloak, thus I believe CCP is still fishing for their cal scout, so I don't believe anything is set for it.
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Oswald Rehnquist
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Posted - 2014.01.17 04:20:00 -
[78] - Quote
Scout Registry wrote:Gavr1lo Pr1nc1p wrote:https://forums.dust514.com/default.aspx?g=posts&t=136328&find=unread
This is my semi-final post in regards to Scout bonuses, as determined by community input. If you guys read it and tell me what you think, Id appreciate it! You may want to check in with the Minmatar Scouts before suggesting changes to their NK bonuses. Quite a few of them skilled into the suit for this exact reason. As for Gallente bonuses, Scan Range is great, but I personally don't find Scan Precision to be particularly helpful. Double Post: https://forums.dust514.com/default.aspx?g=posts&m=1729822#post1729822
precision isn't helpful because of three things
1) lopsided role bonus to profile
2) precision mods operating at one meta level below dampening mods
3) precision is mainly just used to catch scouts
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Oswald Rehnquist
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Posted - 2014.01.17 09:20:00 -
[79] - Quote
I've been doing a lot of number crunching with both suits and weapons, I'm already building fits and theory crafting, 1.8 can't come soon enough.
I am joyous over the cal scout, it was more than what I expected, also the cal scout with cal sidearms sync rather well.
Also the fact that old sidearms are getting a range boost is awesome. A Breach ScP and a Bolt combo is looking be be the premier magnum P.I. fit.
Also both the cal and gal sidearms actually are better off in the hands of the scout which the charge times are negated by the fact we flank, and with cal/gal radius increase, they can do so.
Another thing to note is that the optimal of the 1.7 ScP is going to be about the same as the Ion Pistol, so the range should feel natural for ScP users.
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Posted - 2014.01.17 09:36:00 -
[80] - Quote
Aero Yassavi wrote:With the base scan radius getting bumped to 20 meters,
Amarr and Minmatar scouts will be able to get a 30 meter scan radius without the use of modules Caldari and Gallente scouts will be able to get a 37.5 meter scan radius without the use of modules
which is why the longer range sidearms go so well with it
Also considering that the gal scout gets an auto armor regen bonus, plus a free sig reduction bonus, that leave a huge number of low slots to boost armor, leaving the gal scout thy tank of the scout world, making it thy king of cqc being able to take quite some punishment when victims turn around to shoot.
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Posted - 2014.01.17 10:04:00 -
[81] - Quote
Brokerib wrote:Does anyone know the conversion for the ground speed? Don't know what 565 means in m/s.
5.65
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Posted - 2014.01.17 10:06:00 -
[82] - Quote
Aero Yassavi wrote: Yup, Gallente scout definitely looks like the best option right now, but I'm excited to be going into the Amarr scout. We'll get 40 extra armor over you guys and will be able to sprint near endlessly. Very excited.
I am exclusively caldari to the point where I have yet to throw out any skill points into any suit
Marad''er wrote:Btw just did math. Cal scout max shields will be 452.9.
Amarr scout max armor will be 806.5
man I almost forget the discrepancy between armor and shields, I have never ehp tanked a scout yet.
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Oswald Rehnquist
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Posted - 2014.01.17 11:05:00 -
[83] - Quote
perhaps its because its 3am but is the math right (I'm I just reading this wrong)? Unless there are changes to precision mods, aren't these the numbers?
cal v no precision mods 45 (.75)=33.75
cal v 1 complex precision mod 45 (.75*.8)=27
ect?
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Oswald Rehnquist
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Posted - 2014.01.17 18:33:00 -
[84] - Quote
Haerr wrote:
Complex Profile Dampener is 25% Complex Precision Enhancer is 20%
that is unless they're changing something in 1.8 but so far I haven't seen any posts about it.
Caldari Scout base Scan Precision is 45 With level 5 Caldari Scout it is 33.75 With level 5 Precision Enhancement it is 30.375
If you guys have questions or suggestion I am happy to correct / change the chart.
Sorry about that, forgot about the other bonus, was tired and not 100% there, I wanted to go to sleep like 2 hours earlier but CCP's stats ruined that.
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Posted - 2014.01.17 19:14:00 -
[85] - Quote
He is not the first
this guy is
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Posted - 2014.01.18 20:24:00 -
[86] - Quote
Kahn Zo wrote:Well, and spec into Caljin ;)
Caljin?
I like my Dirty Harry "Caldahan" with a bolt pistol
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Posted - 2014.01.19 02:16:00 -
[87] - Quote
True Adamance wrote:Perhaps then, and don't get me wrong I am not trying to upset anybody, a rebalancing of Nova Knives is required making standard Nova Knife damage higher, rewarding the risk of using them, but the charge time to use the Main Double Strike higher.
In that sense the Amarr could then use a more efficient energy generation/ conservation technology in their suits charging the blades 25% faster.
Uh... if that makes you happy
I think a free complex cardio regulator bonus, plus even better cpu/pg than the current suggestions would suffice as to run complex modules and proto equipment without hindering your build. (essentially secondary would be a cpu/pg mod)
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Posted - 2014.01.19 20:45:00 -
[88] - Quote
Llast 326 wrote:Dumb question (i never use regular armour plates) What is the total for four complex plates and how is the speed penalty worked out?
http://wiki.dust514.info/index.php?title=Armor_Plates
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Oswald Rehnquist
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Posted - 2014.01.22 04:48:00 -
[89] - Quote
This is going to sound so backwards, considering 1.8 is going to really close the gap while getting so much of the content that I wanted, but I think I am going to miss being in a slightly under powered suit and the challenge that went with it, I've even switched to sidearms/support for quite some time now (and AV in 1.7) because it was a tougher fight.
Now couple this with the fact that slayer logis are looking at scouts to see if they are going to be the next ez mode, it almost feels dirty.
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Posted - 2014.01.22 18:02:00 -
[90] - Quote
Aero Yassavi wrote:Also I'm sure this has been brought up, but since it sounds like shooting automatically ends your cloak, doesn't that make the complex cloaks bad? Because every time you shoot, you have to wait 40 seconds to recloak opposed to 20 seconds if you're using standard? Unless you are planning on running around invisible for 80 seconds not doing much, the complex cloak seems bad.
You cannot shoot from cloak, whether a partial cloak resets the whole timer or decloacking sooner than later allows you to relcoak sooner is yet to be seen
Appia Nappia wrote:check that number again, moody. 0.25 modifier is a 75% reduction
In statistics .25 when coveted to a % equals 25%
also open the excel file that was provided and you'll see it listed as a 25% reduction instead of a .25 reduction
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Oswald Rehnquist
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Posted - 2014.01.22 19:01:00 -
[91] - Quote
Django Quik wrote:I know I've not commented on most of the discussion so far but how would people feel about Amarr scouts getting a natural ammo repletion on laser weapons for their skill? Nothing too drastic but maybe like 1% total ammo every 10 seconds per level. At proto level you'd get 5% per 10 seconds, which would fully replenish a fully depleted weapon in 200 seconds or 3 minutes 20 seconds. Of course these are just example numbers and open to change.
This would fit with the whole relentless Amarr lore stuff perfectly and is very much a combat focused skill, which goes well with them being a very aggressive race.
Wow, yeah, that sounds like my favorite one so far.
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Oswald Rehnquist
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Posted - 2014.01.23 19:56:00 -
[92] - Quote
Cyrius Li-Moody wrote:
Requiring a scout to use 2 dampeners full time is a BAD decision.
1) The cloak dampens you as well, which will allow one to forgo a damp on a low if you can manage your cool downs effectively, which I image will be a skill that will need mastering
2) Scale up in dampening as necessary, you only need to run it high for those particular situations (or drop it entirely for a pure slayer fit if your not a gal scout and can't dodge it at all)
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Posted - 2014.01.23 20:47:00 -
[93] - Quote
Driftward wrote:
You jumped in in the middle of an impassioned argument. My point is that the cloak dampening bonus is OP. Cyrius' point is that he wants his cake and eat it too (sorry couldn't resist). ie he dislikes that caldari scouts get the short end of the stick as far as suit profile goes with only 2 low slots.
So that's why 1) doesn't really apply to this discussion.
However, your second point is perfect and absolutely right on.
lol, I do that sometimes, I didn't realize this went back 2-4 pages
In regards to caldari having only two low slots, for better or worse it puts me at ease knowing I can't fully doge scanners, in which case it just frees up those low slots to use them for whatever. I also understood even before the cal was released that they would not be as stealthy.
In regards to cloaking having a dampening bonus, I think it goes a little too far in regards to the precision v signature game, I'm having difficulties seeing ways to counteract it, which would attract the wrong crowd. Though at the same time I think this would make for some interesting Marco Pollo games when we resurface.
Essentially if the profile reduction stays, the cloak needs a really loud decloak/cloak noise or a movement speed penalty to prevent massive abuse. Again having the scout destroyed like the logi class is far from ideal, and ccp nerfs hit hard (flaylock/laser), so a small tweak before the scout becomes the new logi might not be a bad compromise, especially considering that our uprising woes were caused by our matrix dodging skills back in Chrom.
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Posted - 2014.01.29 21:24:00 -
[94] - Quote
not that I am intertwined enough here to where its a big deal but the minmatar + ninja= Minja was actually clever especially when minmatar scouts specialized in knives and the M and the N have a small phonetic difference.
Calling everything _ja/inja/jin, seems less so. Unless it was to dictate a knifing build + racial then the form of abbreviation would have some more useful information especially when calling it out during a match.
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Posted - 2014.01.29 21:41:00 -
[95] - Quote
Appia Vibbia wrote:Oswald Rehnquist wrote:not that I am intertwined enough here to where its a big deal but the minmatar + ninja= Minja was actually clever especially when minmatar scouts specialized in knives and the M and the N have a small phonetic difference.
Calling everything _ja/inja/jin, seems less so. Unless it was to dictate a knifing build + racial then the form of abbreviation would have some more useful information especially when calling it out during a match. I'm half-tempted to log on to my other 6 PSN accounts, with 3 character on them each, to boost the number of likes this post has.
lol, not needed I assure you
Though I am curious in a naming system
Do we want do it by race alone or by role?
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Posted - 2014.01.29 23:04:00 -
[96] - Quote
Quil Evrything wrote:Oswald Rehnquist wrote: Though I am curious in a naming system
Do we want do it by race alone or by role?
there is room for all kind of silliness if we add in roles as well. Caldari (cloaked scout) Assassin? Calasin "Whacha runnin tonight?" "I dunno bro, tonight, maybe I feel like just bein a Cal-Ass-in ... "
There are two ways to do it
1) Play on words
2) A way to expressing play styles
Minja does both of theses
In one of the builds I had with a Breach pistol cal scout, which I called "Caldahan" in reference to Dirty Harry Callahan who is known for his magnums. This is not the de facto cal scout name, I"m just using it as an example.
I bring this up because we can do one of the two things I mentioned earlier, if we just go with just a play on words, all min scouts are minjas and all cal scouts could be caldahans (or whatever)
Or all knifing scouts could be _ jins/ja/inja, and all pistol scouts could be _ dahans (or another pistol gunslinger), we would then need something for every other playstyle out there, which could be quite cumbersome but useful for call outs in matches or even reference such when we talk builds.
Which was the basis to what I was alluding to in my previous post.
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Posted - 2014.01.30 11:04:00 -
[97] - Quote
If we were to classify scouts I imagine it would be something like this, the number of matrices that this would create would require a lot of naming.
Movement Assault- Charges in and flanks or alphas their way on the front line Lurker- Usually on the edge of the battle picking off exposed targets Runner- Avoiding confrontation unless necessary, item placement and points of interest Overwatch- Minimal movement, serving as area denial and point defense
Utility Electronics Tank Speed Alpha
Weapon Light Weapon AV/Remotes/Grenades Sidearm Nova Knife
So you can get combinations of "sidearm, electronic, Lurker", or other combinations.
There would have to be a hierarchy in which if you have a light weapon (combat rifle) and a nova knife, you still get classified as a light weapon build only because your threat range with the light weapon trumps its associated sidearm it has with it.
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Posted - 2014.02.01 05:48:00 -
[98] - Quote
Stylishly late but congrats Shotty, sounds like there is an interesting story behind it beyond whats here.
Barbados is an extremely nice vacationing spot, nice beaches and pretty cheap (2.5K?) for what you can get over there
Though it sounds like you're a Mediterranean / Middle Eastern kind of guy, in which case I am not the expect on vacationing spots in the region.
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Posted - 2014.02.01 08:05:00 -
[99] - Quote
Holy smokes, just played a few regular non fw game of skirmish and it rocked, almost forgot what it what it was like just to be an offensive scout, I've been support for so long because it is lacking in cal fw (RIP KDR), not having to care about winning is such a relief, you can just mindlessly kill things. Went 20/4, with a militia scp in the compound without breaking a sweat, our side also got proto stomped that match too, lol, played more after that match and it just got easier as I upgraded to TT-3s and as sides varied, was getting 300k+ each match, almost forgot how hardcore caldari fw was, it makes pubs feel like academy. Followed up by doing my second time ever scout squad.
Plain killing does nothing for winning matches but its sure a hell of a lot more fun, with such a high focus on winning fw matches I forgot the thrill to be quite honest, sadly the lack of support units in cal fw means I'll probably still be doing that in the future.
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Posted - 2014.02.02 08:25:00 -
[100] - Quote
Supra Advyn wrote:I'm old school. real cards (thanks Kids...) My Feralligator deck reigns supreme.
lol, I still have the holographic charizard from 4th grade
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Posted - 2014.02.02 23:21:00 -
[101] - Quote
mollerz wrote:.
I think many people are not grasping what I am saying. A swipe of the knives does no damage. A "charged swipe" would. It is a plasma cutter at that point, not a knife.
The knife radiates energy and thus is non directional, meaning it can't get through the tankers armor no matter how many swipes because you are limited by the knifes limited blade length. A tank with small pockets in it (not fully piercing the armor) would still be structurally sound.
Also the knife is not like a plasma cutter because of the lack of directional energy, meaning the pressure still comes from the force exerted by the arm, meaning any substantially thick steel matter would require a long physical press to even get through something.
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Posted - 2014.02.02 23:36:00 -
[102] - Quote
Arkena Wyrnspire wrote:Oswald Rehnquist wrote:mollerz wrote:.
I think many people are not grasping what I am saying. A swipe of the knives does no damage. A "charged swipe" would. It is a plasma cutter at that point, not a knife. The knife radiates energy and thus is non directional, meaning it can't get through the tankers armor no matter how many swipes because you are limited by the knifes limited blade length. A tank with small pockets in it (not fully piercing the armor) would still be structurally sound. Also the knife is not like a plasma cutter because of the lack of directional energy, meaning the pressure still comes from the force exerted by the arm, meaning any substantially thick steel matter would require a long physical press to even get through something. This talk about plasma, energy, etc makes me think of a random idea to bounce off you guys. What if charged nova knives emitted an energy wave from the swipes that gives them slightly extended range when charged, to deal with backpedallers?
Now that would make an awesome gallente knife (assuming racial knifes are still on the plan). I personally think the nova knife is operating as 4 knifes in 1.
I actually think nova knifes should be re-classed as gallente knifes, with your suggested plasma effect.
The Cal knife then should be a single mechanical/magnetic knife that works like a knockout punch driver (thus more effective against armor, also making it a piecing weapon and not a slashing weapon). It would have a spool up (which means you can't hold it or swing it), but do a lot more damage upon strike.
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Posted - 2014.02.05 18:27:00 -
[103] - Quote
Sinboto Simmons wrote:Can we all agree not to go over 514 pages before the destined day comes?
You will not be able to organize people to do that, if anything just type "514" for the entirety of the page
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Posted - 2014.03.06 06:43:00 -
[104] - Quote
Llast 326 wrote:This is an official request for Mathppia, or Haerrithmatic On the new totals for Damage mods and efficacy. (Drift, Mr. Registry, Oswald and also Quill feel free to shoot out numbers as well, I just could not think of math related nicknames for you)
The new damage mods should look something like this if I didn't do anything wrong
(1+(0.05*1)) = 5% (1+(0.05*1))*(1+(0.05*0.87)) = 9.56% (1+(0.05*1))*(1+(0.05*0.87))*(1+(0.05*0.57)) = 12.69%
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Posted - 2014.03.13 04:40:00 -
[105] - Quote
Gavr1Io Pr1nc1p wrote:Do you guys know if arum is transferable? I wanna get kincaats to 5 and PD to 5 and electronics to 4, and need ~2 mil SP for it. However, i could only afford the 4k arum pack, and need 1k more arum, so if it is, ill trade 5 mil isk for 1k arum
Not to my knowledge they aren't
TranquilBiscuit ofVaLoR wrote:
The only flaw I saw, is that with the 1.8 changes, a scout with a precision mod will pretty much effectively counter what you have, especially considering that one well placed BrScp shot and your on deaths door. Also I see that you diversified your damage profiles which is good.
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Posted - 2014.03.21 05:38:00 -
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Master Smurf wrote:Because Caldari should use more extenders and Minmatar should use a recharger or energizer
Correct, it was the indirect way to make cals buffer tank and for mins to regen tank
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Posted - 2014.03.23 10:46:00 -
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Spademan wrote:I feel it's time I finally ask, what is the meaning of this word/pair of letters "QQ" What does it signify? What purpose does it serve? Is there any particular way of saying it? What are it's origins? Why does it continue to persist?
What it translates to now is a pair of eyes crying, but as a minor warcraft player (the real version aka RTS game) and a major Starcraft player (zerg master race!!!) back in the 90's I can tell you that bit came from warcraft, alt+q+q was a way of exiting said game.
God I feel old, knowing that developed while I was playing said games.
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Posted - 2015.05.13 02:02:00 -
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I've spent the last day and a half reading all the material I've been missing. Been running side arm fits for fun until I figure out more things.
I wanted to ask, are the apex suits customizeable? Because the text says they are not, but I've read posts that say otherwise.
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Posted - 2015.05.13 02:26:00 -
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Adipem Nothi wrote:Oswald Rehnquist wrote:I've spent the last day and a half reading all the material I've been missing. Been running side arm fits for fun until I figure out more things.
I wanted to ask, are the apex suits customizeable? Because the text says they are not, but I've read posts that say otherwise.
o/ Oswald! Yes, this is a recent change. They are presently restricted only by fitting capacity. PS: You've been out for awhile, right? I'll link you up with all the patch notes ...
Very cool and much oblige.
I have been out for a while, dropped out in the middle of 1.8, played inconsistently like 2-3 times in between, up until now I'll be playing a bit more though. My skills are definitely lacking, been running BP/NK on my fits. Definitely a lot of changes. I've read the scanning tables, which are ok, and the cloak is terrible, lol, though it was the OP cloak which made me leave dust, being tied to a singular under powered item is also a wet blanket.
Been reading the trello boards, (the fact CCP implemented that surprised me). I got a few ideas myself, otherwise I just need to get adequate again along with talk with you guys more on your opinions on the scout.
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