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Thread Statistics | Show CCP posts - 178 post(s) |
Stefan Stahl
Seituoda Taskforce Command
637
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Posted - 2014.06.28 19:31:00 -
[1] - Quote
CCP Rattati wrote:If it can be done, what do scouts think of passive scans not being shared in squads, only active scans. Before you go and change how scanning works on a fundamental level I'd rather try adjusting the CalScout's scan range. With 1.8 all scout's scan range was buffed significantly. Reduce its range and you will see that a CalScout can still be useful but can't keep a whole outpost under it's eyes.
(17m base scan range and no skill bonus to scan range add up to ~52 meters scan range on a ck.0 with two range amplifiers compared to the current ~70 meters.)
If that quantitative change doesn't fix the problem please go ahead and do away with passive scan sharing. The effects will be difficult to predict, though. (As said before, what counters a GalScout with two dampeners? The CalScout with 3 precision mods and two range mods? Likely not.) |
Stefan Stahl
Seituoda Taskforce Command
654
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Posted - 2014.07.06 19:34:00 -
[2] - Quote
CCP Rattati wrote:What do you feel about Amarr having the range, Gallente having dampeners, CA having precision and MM get better at hacking and running. Absolute support from my side.
I'd even keep squad shared passive scans to see how it works out. There's always the option to change that in a later patch. |
Stefan Stahl
Seituoda Taskforce Command
671
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Posted - 2014.07.12 16:48:00 -
[3] - Quote
Can anyone else see a 700 ehp Caldari Scout with 60 meter scans at 27 dB massacring the pubs? Assault 3.0 right there.
Some comments: 1. Scouts don't need a buff. This is a tremendous buff. 2. No bonus should exceed the bonus from a single module. If several bonuses exist they should together amount to the same CPU/PG spent as a single module. 3. Change less things at once. |
Stefan Stahl
Seituoda Taskforce Command
672
|
Posted - 2014.07.13 13:48:00 -
[4] - Quote
CCP Rattati wrote:All right, please take a look at the document again. [...] Thanks and appreciated. I can see where you are going with this. I haven't found a flaw in the Scout-vs-Scout interactions after brooding over the numbers for a few minutes. I'd still prefer a solution focused on tweaks rather than redesigns, but let's just roll with it.
Regarding the most preferable suit for my ordinary pub-romps I'll be running a brick tanked CalScout. Low profile, huge range, ~700 ehp. I may die to an Amarr Scout once every few matches, but even in that case I can just switch to a dampened fit and keep the upper hand.
Looking at the fate of medium suits I'd suggest looking at the numbers with base scan range set to 15 or 17 meters. eWar was very powerful before the 1.8 buff and after 1.8 dropped it became so dominant that medium frames suffered. It is very difficult for medium frames to dampen below Scout precision levels so we end up in a situation where all the ehp in the world doesn't help when your enemy sees you coming from 60 meters away. My preferred way of solving this is reducing base scan range because we already know how that feels from pre-1.8.
FYI: In 1.7 I used to run an advanced GalScout with two range amps. My kdr jumped from 2.0 to 3.0 in a matter of weeks. That was with 15 meters base scan range (+30% lvl 3 GalScout skill bonus). So that's the history behind my disapproval of long scan ranges. |
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