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Author |
Thread Statistics | Show CCP posts - 178 post(s) |
Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
4
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Posted - 2013.10.15 15:57:00 -
[1] - Quote
Hi, can I register for the scout list please? I run scout maybe 80% of the time and most of my skills are scout oriented. 5571 kills 1.38 KDR. I mainly use a Minmitar scout with a shotgun. Since 1.4 I've switched my remote explosives for a scanner and am currently skilling towards a proto scout suit. I always used light suits before 1.4, including the proto light, but since scanners are a thing now the profile bonus for scout suits is invaluable. Also, I never realized the specialized suits were cheaper until recently. |
Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
9
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Posted - 2014.01.12 19:23:00 -
[2] - Quote
Initial results of this knife fit have been quite good:
Scout M/1-Series Complex Shield extender Basic shield extender ZN-28 Nova Knives Advanced quantum scanner Complex Kinetic Catalyzer Enhanced Kinetic Catalyzer
I probably wouldn't use it if it wasn't for the event as I usually like to have a gun to finish people off, but that would be kind of counter productive with the event in mind. Having both catalyzers is great fun. |
Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
21
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Posted - 2014.03.12 21:47:00 -
[3] - Quote
@ Bardas - You don't need a matari scout to run proto knives.
Only real issue I have with 1.8 is this - you can't use a cloak without level 4 or 5 in a scout suit. Not a problem for me but what about a new player. You would have to grind through a massive amount of sp before you could use your light frame/scout suit as it was intended. I know we've been doing ok without cloaks so far but I'm not sure a new player would see it that way when we are all running around with invisibility.
As for me, I really don't know what to do with my dropsuit sp refund.
I'm currently minmatar. I love the speed and the shield tanking (hit and run) and would love a hacking bonus. Trouble is I'm not such a bit fan of the look. Proto gal scout looks much more awesome as do the new suits. Also I love scanning so the cal or gal bonus would be awesome. Using protofits, on paper the gal scout seems best as long as I don't mind loosing a percent or two speed with plates.
Arrgh I just don't know! |
Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
21
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Posted - 2014.03.12 21:49:00 -
[4] - Quote
icdedppul wrote:soooo anyone else disappointed that the amar scout is not wearing a trench coat
This, I always imagined it with a trench coat and a scrambler pistol. |
Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
32
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Posted - 2014.03.24 21:59:00 -
[5] - Quote
Ok I'm running out of time. Still can't decide whether to stay minmatar or go caldari scout. For minmatar: - Loyalty to my current suit - Love the speed - Hacking bonus would be great - Knives are fun, even though I usually use a shotgun instead
For Caldari - Great look, seems much nicer than the minmatar - Love the scan range, though I'm a bit worried the bonus precision and any precision mods I may fit will be a waste of time as everybody will be an invisible cloaked Gallente scout.
I guess the real questions are, whether Caldari scouts' precision will actually be useful, and whether a minmatar scout with a range amp will have enough scan range. I currently use an active scanner but I want to switch to passive.
Sigh, maybe I'll just wait to see the new suits in game and base my decision purely on aesthetics. After all, what's the point of being a badass scout if you can't look badass doing it.
Anyone else changing suit or are people staying loyal? |
Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
32
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Posted - 2014.03.24 22:17:00 -
[6] - Quote
Sounds like good advice. It's just a shame you can't use a cloak without level 4/5 in a scout suit. Not to mention the fact it's very harsh on new players wanting to be a scout. |
Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
40
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Posted - 2014.03.31 21:56:00 -
[7] - Quote
Finally feel like I'm getting the hang of 1.8 scout play, well at least cqc socket shotgun combat. Managed 41-6 today in a domination match, which I think is my highest ever score (I know, I'm not that good), in my advanced minmatar scout.
Was great fun, didn't really rely on the cloak too much, quite often I found myself not bothering to engage it so as not to waste any time. It's more useful for open spaces I find.
I had been running range amps in my lows but in a more packed cqc environment the 30m base range is fine. Swapping the extra range for my good old Kinetic Catalyser and a PG upgrade was great.
In general I haven't been doing too great since 1.8 yet. I think that's mainly because I have been running sidearms for the event and I wasn't using the clack properly. Once I realized you need to play similarly to 1.7 but with the cloak just making you slightly less noticeable at a distance I have been doing better. |
Varoth Drac
the unholy legion of darkstar DARKSTAR ARMY
47
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Posted - 2014.04.04 12:10:00 -
[8] - Quote
So I have a question about countering scouts. On the scanning table it appears very hard to passively scan cloaked scouts, leading me to believe it is a worthless endeavour unless you are a cal scout.
Then I watched one of CEO pyrex's vids where he was passively scanning cloaked scouts with a Gal scout. So I looked at the table again.
Am I right in thinking profile values are rounded to the nearest whole number and ties favour the scanner? If so then contrary to the table scouts with 2 comp precision and logis with 3 can scan undamped, non-gal, cloaked scouts. I know passive skills will affect things as well.
So in conclusion, in pub matches, do you think it would be worth fitting my min scout with a couple of precision mods, or my logi with 3? Or should I leave it to the cal scouts? |
Varoth Drac
the unholy legion of darkstar DARKSTAR ARMY
50
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Posted - 2014.04.04 21:52:00 -
[9] - Quote
Playing today I am even more of the opinion that cloak plus shotgun isn't overpowered. I was playing with my std min logi with a combat rifle and on numerous occasions, when a scout shotgunned me in the back, I was able to turn around and kill them. I know I was probably quite lucky, but really, sticking together in a group and being prepared for scout attacks gives you a perfectly fair chance.
Also nanite injectors. A shotgun scout may be able to get a cheap kill, but it would take skill to wipe out your whole squad if you were prepared for a possible attack. |
Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
112
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Posted - 2014.06.05 21:45:00 -
[10] - Quote
I do not agree with swapping logi and assault slot counts. The whole point of a logi is that it is more versatile, as well as the equipment. Perhaps all that needs doing to assaults is a slight hp buff.
I really don't think there is much between assaults and other suits. The changes don't need to be drastic.
Edit: apart from Amarr assaults, having a slot less just doesn't work, even with the extra pg/CPU. |
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Varoth Drac
the unholy legion of darkstar DARKSTAR ARMY
122
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Posted - 2014.06.14 08:01:00 -
[11] - Quote
I feel the role of the Amarr scout should be flanking. The stamina bonus already fits with this.
My favourite ideas for an additional bonus are a bonus to cloak duration (especially following the recent nerf), or a scrambler pistol bonus of some kind (which would nicely mirror the minmatar knife bonus).
As for assault suit balance, I am uneasy. The whole forum is banging on about increasing slot counts, removing scout weapon or equipment slots, when really assaults aren't as bad as people make out.
What do people here think about normalising scout and assault shield regen and delay? Something like 30hps for min and cal suits and 20hps for gal and Amarr. I know people have mentioned this before. Gal scouts have been brought under control but slayer Cal scouts are still overshadowing assaults it seems. This seems to me to be the best way to go about balance. Not 6 slot standard assault suits and sidearm only scouts with one equipment slot! |
Varoth Drac
the unholy legion of darkstar DARKSTAR ARMY
122
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Posted - 2014.06.14 12:23:00 -
[12] - Quote
Arkena Wyrnspire wrote:Varoth Drac wrote: As for assault suit balance, I am uneasy. The whole forum is banging on about increasing slot counts, removing scout weapon or equipment slots, when really assaults aren't as bad as people make out.
What does an assault do that cannot be done better by another suit?
Well come hotfix bravo I would rather be using my scrambler rifle or laser rifle on my Amarr assault than on another suit.
I am not saying that things shouldn't be changed. Currently Caldari scouts make better assaults than assault suits due to the shield regen combined with ewar and speed overshadows the assaults higher hp and weapon bonus. Hence my suggested changes.
Additional changes that I feel may be needed: Slightly increased cpu/pg. Buffed (not changed) bonuses for Gallente and Caldari assaults.
I think assaults currently can be outclassed by scouts. I'm just saying assaults aren't as bad as people make out and some minor changes would fix the problem. |
Varoth Drac
the unholy legion of darkstar DARKSTAR ARMY
122
|
Posted - 2014.06.14 14:56:00 -
[13] - Quote
Adipem Nothi wrote:Arkena Wyrnspire wrote:Varoth Drac wrote: As for assault suit balance, I am uneasy. The whole forum is banging on about increasing slot counts, removing scout weapon or equipment slots, when really assaults aren't as bad as people make out.
What does an assault do that cannot be done better by another suit? Amarr Assault + ScR (but that's about it) For the record, I'm in favor of buffing Assaults. It'll mean fewer Mercs running Scout as front-line slayers. What do you think of my suggestions? |
Varoth Drac
the unholy legion of darkstar DARKSTAR ARMY
123
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Posted - 2014.06.14 19:35:00 -
[14] - Quote
Amarr bonus: I don't see a problem with bonuses that affect the cloak. We already a have a bonus to cloaks. It is a key part of the suit. I have said before that it is silly that low sp scouts can't use them. A bonus to duration would make the standard cloak better, meaning that a lvl3 or 4 Amarr scout could theoretically use one instead of advanced. Suits don't get much benefit from bonuses until level 3 anyway.
Cloaks are integral to our role. That's why we have two equipment slots. Just because they got nerfed doesn't mean they are now useless. No wonder logis are upset if everyone has given up on cloaks.
As for the scrambler pistol bonus, minmatar scouts get a weapon bonus and scrambler pistols are hardly a main weapon (for most people). But anyway, I'm not advocating getting rid of the stamina bonus so they wouldn't need both cloak and pistol bonuses.
Assaults: Regen is an issue to people I have spoken to. The game is evolving in that direction following the ttk increase, the recent rep buff and upcoming shield regen mod buffs. Ewar is powerful, but it's a scouts major role. I am hopeful the Logibro is going to push changes to scout bonuses to be module based bonuses, meaning Cal scout ewar won't be as strong if they fit for assault.
I would be hesitant to buff assault regen too much as we want to encourage the use of regulators to prevent dual tanking and give a purpose to rechargers.
The current assault suit bonuses are good. Maybe Gal and Cal bonuses need buffs though. The point I am making is that I believe some further minor scout changes (that only really affect assault fit scouts) along with minor improvements to assault regen, bonuses and possibly fitting, would be a much better way of balancing things than major scout nerfs or over the top assault buffs such as slot increases that will result in power creep.
Buffing assaults is about keeping scouts and logis happy as well. (Heavies don't care about us weedy suits)
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Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
128
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Posted - 2014.06.21 17:02:00 -
[15] - Quote
I use min scouts, though I don't do PC, so feel free to disregard my opinion.
How often do min scouts need more than 2 damps to avoid scans?
In my opinion hacking is meant to be what makes min scouts special. Trouble is, to speed hack I find I need 2 code breakers, but I also need 2 damps to avoid scans. This leads me to believe the hacking just isn't fast enough on a min scout.
Would a faster hack speed balance min scouts?
Do you need 3 damps in PC to avoid radar, rendering min scouts unable to full fill the role of a speed hacker? |
Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
128
|
Posted - 2014.06.21 23:05:00 -
[16] - Quote
So i've been thinking about scout balance and people's ideas. I think the danger is to have too many bonuses therefore making things quite messy. Here's what I would propose (mostly copied from other peoples/Shotty's ideas).
Cal: Get rid of the range amp bonus. It's just too powerful combined with a precison bonus. It also aids slaying/assault helping to upset scout-assault balance. Make precison a bonus to precision mods using the numbers in Shotty's spreadsheet.
Gallente: Also get rid of the pathetic remaining range bonus. A bonus to damps (using Shotty's numbers) is a powerful bonus on it's own.
Minmatar: Here things are a bit tricky. I've thought about the scanning situation and to be honest, I think it's ok. What needs to change is that the suit needs to be viable with 3 profile dampeners fitted. The main role of the suit is hacking. Nova knives are fun but you can't base an entire suit's role on one weapon. I do hope that Logibro implements decent aim assist for knives though (like he suggested he might) as I think that will greatly help their viability without dumbing them down. So focusing on hacking, you need to be able to make a decent speed hack suit with 3 damps attached. This requires 2 things: 1) Codebreakers need to be moved to high slots. 2) Minmatar's hacking speed needs to be high enough to speed hack with only 1 codebreaker attached to allow atleast a bit of survivability, which currently it isn't. I suggest inproving the suit's base hack plus a bonus to hacking. Hopefully resulting in a roughly 25% increase in hack speed compared to now. I don't think we will be alowed a bonus to biotics as well as hacking. Keep the knife bonus if you must. It adds nice flavour to the suit but personally I think if a weapon needs a 25% damage bonus it just shows you the weapon is underpowered.
Amarr: I don't like the idea of an armor bonus. I know it's very Amarr but it's not very scout. The assault players would be up in arms. I would prefer giving them the scan range bonus, or a cloak duration bonus, or a scrambler pistol bonus.
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Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
134
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Posted - 2014.06.23 19:56:00 -
[17] - Quote
Adipem Nothi wrote: An altogether different path would involve swapping the proposed Amarr Ferroscale/Reactive Bonus for a Range Extender Bonus and scrapping the Second Bonuses of Gallente and Caldari (we'd keep the First Bonus redirected from innate to module as proposed).
I don't want to break anything here, and I suspect a nerf this large just might. Do you think this would be too hard a hit to Gal and Cal to do at once? If not, would you propose the Minmatar keep the three suggested bonuses (Hacks, Knives, Biotics)? If so, how can we justify Gal / Cal having one bonus?
You know how I feel so sorry for repeating. Minmatar shouldn't have 3 bonuses, it should just be 2. Also, I dont really consider the knife bonus a proper bonus, it's more a fun extra. With the possible exception of killing heavies, there is nothing you can do with knives that you can't do better with a rifle or a shotgun (except for having style). Hacking just needs buffing. Biotics as well is too much, CCP will never go for it without removing hacking, which would be a great shame IMO.
Gal scouts should lose the range bonus. I wouldn't be against them having a cloak bonus as it fits with their theme, but I don't think it would be necessary.
Cal could keep range, but I thought people agreed Cal scout scanning was too strong, removing range would be a great way to help balance.
Removing range from Cal and Gal scouts would free it up as a great bonus for Amarr as you say. Though tbh it doesn't feel very Amarr or very original. I prefer other suggestions. Though please no light assault armor bonus. It's meant to be a scout suit.
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Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
139
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Posted - 2014.06.25 14:07:00 -
[18] - Quote
Reducing kincat pg is not really a buff to Gal or Cal scouts as they are CPU limited, not PG limited. |
Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
152
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Posted - 2014.06.29 13:59:00 -
[19] - Quote
Ghost Kaisar wrote:3.) Buffing Assaults. All you have to do to give assaults a place is to give people a REASON to run them. Right now, nobody runs them because anything an assault can do, a scout can do better (With more scans, cloaking etc.). This is the EXACT same problem scouts had a while back (Anything we could do, a logi could do better). The Assault : 593 HP Your Minmatar fit highlights a big problem with assaults that I feel would greatly improve balance if fixed - regen. Look at this assault-scout fit in comparison to your assault:
Minmatar assault-scout
HP Assault: 593 Scout: 578 (15 less)
Shield recharge Assault: 38hp/s Scout: 40hp/s
Shield delay Assault: 3.69s Scout: 4s
Shield depleted delay Assault: 6.03 Scout: 5.95s
Speed Assault: 5.3, 4.77, 8.77 Scout: 5.65, 5.09, 8.31
So, with the assault fitted for shield regen (as it should be in my opinion) these stats are similar (scout has better movement other than sprint). But the scout has lower profile, better scan range and precision, better stamina and stamina regen, armor repair, better hack speed, and a cloak. Compared to the assault's increased clip size.
Basically, all the regen mods have done is bring the regen to the level of a scout. Why bother when you could just use a scout suit? Solution?
Give assaults the same regen as scouts (or both somewhere in between). There is already a "reason" to run assaults, they are better at using rifles than other suits, but this regen disparity spoils their advantages by forcing assaults fit to play catch up with scouts, rather than enhancing their abilities.
The difference between the EWAR and regen stat disparity between scouts and assaults is that EWAR is not a thing that assaults are designed to worry about. Regen however is something important to assaults as you have demonstrated in your example. Fixing this would make a huge difference in my opinion.
Also removal of shared passive scans could work, but I haven't formed a strong opinion on this yet. It certainly seems like it would solve a lot of problems. I would be inclined to think the cooldown and scan angle restrictions on active scanners would balance Gal scouts when they take up Cal scouts scanning duties, but i'm no expert. |
Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
152
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Posted - 2014.06.29 17:58:00 -
[20] - Quote
Ghost Kaisar wrote: I would support buffing Assault HP over Buffing Assault Regen.
Buffing HP would also work. I just feel it would start to overlap with commandos (more than they already do). Also it doesn't quite feel as interesting as giving assaults good regen, since this is a stat that feels suited to assaults as well as scouts.
I don't think the assault bonuses or slots should be changed or added to, I feel the key is in their base stats. |
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Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
152
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Posted - 2014.06.30 18:37:00 -
[21] - Quote
Appia Nappia wrote:Adipem Nothi wrote:Master Smurf wrote:
IMO Assaults need the better regen - they should always be the quickest to get back into fighting.
Assault Regen Bonuses make sense. As do Assault DPS Bonuses. The problem with giving Assaults DPS bonus is that DPS is too intertwined with the Heavy Frame. The Sentinel has the highest DPS weapon, at close range, and the Commando get a straight bonus to damage. Giving Assaults a bonus to DPS would mean the difference between an Assault and a Commando would be Assaults have versatility in fitting options, while Commando has inherent HP Rather than give assaults a dps bonus they should remove rifles from the commando damage bonus. This would consolidate assaults as the best rifle users and encourage commandos to use specialist weapons.
I would also add a plasma canon bonus to Amarr commandos and a swarm bonus to Caldari commandos. This would give each commando an single AV bonus and a single AI bonus (not including sidearms). |
Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
157
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Posted - 2014.07.06 20:56:00 -
[22] - 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.
I am not too comfortable with giving the CA both range and precision supremacy, I believe you have to make a choice. I like the idea, whether you remove shared scans or not. Mainly because I like the idea of Amarr scouts having a scan range bonus and would rather not see it duplicated on other suits.
I feel Caldari scout's EWAR would still be powerful enough without the range bonus. I don't think it would encourage more brick tanking as it would be a nerf to both brick cal scouts (who use the scan range to slay) and EWAR cal scouts. Yes it makes precision mods on Cal scouts slightly less effective, but there are bigger issues causing brick scouts.
As for min scouts, I support improving their hack speed, considering the number of dampeners required to operate and the strength of other scout EWAR bonuses.
I don't know how you intend to improve running. Currently I feel kincats are the natural mod to fit on min scouts, who I feel are meant to use speed to their advantage more than any other suit (when not having to fit 2 damps and a codebreaker). However the enormous PG requirement makes them very difficult to fit due the the low Min scout PG. For this reason I agree with improving running, however you intend to do it. Just be careful, speed is beneficial to hp tanked slayer FOTM assault suit usurpers (assault-scouts).
I think these changes would help balance scouts between themselves. You will need other changes to address assault-scouts (buffing assaults). Also, I'm not sure removing Cal scout range would be enough to stop them marginalizing Min scouts without removing shared scanning. I'm no expert on this though so maybe you would need to see how it went.
As for knives, I know a lot of people want things to stay as they are, however personally I would be happy if knives gained 25% damage and the Min bonus was removed. |
Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
157
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Posted - 2014.07.08 18:43:00 -
[23] - Quote
I find it hard to believe the Cal scout would be poor without the range bonus. The base scan range is pretty good and they could still augment it with range mods so long as they are willing to sacrifice damps. It will still be a powerful bonus, just more difficult to deny large areas of a map to min and Amarr scouts.
Amarr with a range bonus is preferable to a plate bonus since this is actually a bonus to a scout speciality rather than hp which should be the domain of medium and heavy suits.
Assault scouts are a seperate issue which won't be resolved without assault suit buffs or possibly harsher penalties for scouts fitting hp. If anything, removing range from Cal scouts will discourage assault scouts as the scan range is an important part of those fittings/role. |
Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
158
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Posted - 2014.07.08 19:42:00 -
[24] - Quote
Adipem Nothi wrote:Varoth Drac wrote:I find it hard to believe the Cal scout would be poor without the range bonus. You could be right. There's also a chance it'll crash-and-burn. If we can solve the problem without taking the risk, why take the risk? On "light armor" Amarr, apparently you and Rattati are on the same page. What do you think of a decent bonus to Biotics? I had forgotten that. I really like the idea of an Amarr biotics bonus. I read somewhere that in Eve Amarr ships designed for speed are some of the fastest in the game, why can't it be this way in dust too.
I'm not a lore expert but I always got the impression that Amarr were more about extremes than just armour. If they make a gun it is the most powerful. If they make amour it is the best armor. If they make something fast it should be the fastest. It is about extremes with downsides. The kincat bonused Amarr scout would be the fastest runner, but still be the slowest strafer, like a scrambler rifle does the most dps, but overheats.
As for game balance, run speed is undoubtably an attribute that helps a lot with scouting but not so much slaying so I think it could be balanced (given the right numbers). As for this encroaching on Min scout's speed advantage, I don't think it would be a problem. Min would still have the best strafe and walk speed. They will still run fast and have great stamina and stamina regen. Especially if kincat pg is reduced to help min scouts fit them. Currently Gal scouts tend to be faster anyway since they have the slots and pg for kincats that min scouts lack.
Sadly though, after Rattati's comments I find it unlikely this will happen. The range suggestion isn't bad. |
Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
158
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Posted - 2014.07.08 20:42:00 -
[25] - Quote
This is amazing. It's actually rekindled my love for knifing, who cares if shotguns are better, they ain't knives. I might even switch the assault CR for an assault ScP.
I only came to scouts in the first place back in chrome because of shotguns, but stuff like this makes me think sidearm only scouts wouldn't be a bad thing! (not serious btw).
Also, the sp event has finally allowed me to unlock complex precision mods. In pub matches switching a shield mod for precision on a min scout is great for the pg problem, freeing space for a kincat without a pg upgrade on an advanced suit (madness I know!). Seeing cloaked scouts is awesome.
I'm embracing knives and low hp, it's great fun. As long as the other team aren't trying too hard to scan me of course. |
Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
159
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Posted - 2014.07.08 21:17:00 -
[26] - Quote
voidfaction wrote:Varoth Drac wrote:I find it hard to believe the Cal scout would be poor without the range bonus. The base scan range is pretty good and they could still augment it with range mods so long as they are willing to sacrifice damps. It will still be a powerful bonus, just more difficult to deny large areas of a map to min and Amarr scouts.
Amarr with a range bonus is preferable to a plate bonus since this is actually a bonus to a scout speciality rather than hp which should be the domain of medium and heavy suits.
Assault scouts are a seperate issue which won't be resolved without assault suit buffs or possibly harsher penalties for scouts fitting hp. If anything, removing range from Cal scouts will discourage assault scouts as the scan range is an important part of those fittings/role. What if range was a high slot? Cal without a bonus could still have the best range but would have to sacrifice precision. Amarr with a 25% range boost and 2 range amps wouuld make them really good mid precision scanner and could still fit 3 dampeners and a reactive plate min could run a precision range codebreaker (if codebreakers also moved to high) and still fit 3 dampeners. I know on my gal scout I would then run 1 range and 1 precision on my ADV/PROTO leaving me with 1-2 low slots for kincats, reactives or cardiac. I know not that great but like the codebreakers more scout mods need balanced out of the low slots. I don't think it would break anything, and improving high slot fitting options would be a good thing. I don't think it would really solve any problems however.
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Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
160
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Posted - 2014.07.10 07:21:00 -
[27] - Quote
Unfortunately I don't have time right now to read all the posts since the Charlie announcement. I just wanted to say that I support trying out some knife adhesion, assuming it's not ridiculously good and takes the skill out.
I agree with reducing backpedal speed, however I disagree with the majority here who feel it is the biggest problem with knifing. Personally I don't mind too much giving up a knife attack if my opponent turns around in time. It's annoying, but a much bigger problem for me is when you go to knife someone from behind or side, and they suddenly change direction at the last second, causing your attack to miss and in most cases certain death. Adhesion, I would hope, would make it easier to track the sudden movement shift and land your knife hits.
Also, code breakers in highs - great. Amarr and Cal bonuses - I like it on the face of it, but I haven't really had time to think about it or read other peoples opinions about it. |
Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
161
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Posted - 2014.07.10 12:10:00 -
[28] - Quote
Ok, caught up with the barbershop. I'm pleased most people seem to like the proposed suit bonuses. I like them. If they were changed to module efficiency bonuses at a later date the Cal bonus would have to stay innate to allow the fitting of damps.
Correct me if I'm wrong, but according to Hear's table wouldn't a Gal scout still need 2 damps to avoid an Amarr scout's scans? I don't see a problem with this.
As for focused scanners on Gal logis, I'm still hopeful that the limitations of active scanners will balance them. Wouldn't the limited scan arc and long cool downs make constantly spamming 4 focused scanners unreliable enough to discourage the tactic. Would it be worth doing this all battle without even guaranteeing catching the enemy's scouts. Not to mention the fact that Gal scouts can dampen to 14 with only 2 damps and an active proto cloak. Surely the 21db flux and quantum scanners would be much more common. Meaning in most situations, Amarr scouts would have the strongest scans?
Maybe I'm being naive. |
Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
166
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Posted - 2014.07.11 22:39:00 -
[29] - Quote
Cyrius Li-Moody wrote: The thing with E-war is at this point it is all messed up. The gal outmatches the cal quite easily and in those circumstances I lose my e-war and go EHP tanking. If I can't pick them up I'm going full slayer scout. At this point all people are doing are picking up other cal and min scouts. Oh and that poor bastard in his Amarr.
Honestly I'd buff the hell out of the minmatar's regen. I can live with being blind but the regen on the suit is just terrible. With the cal scout with one regulator if I escape with 1 hp in shields by the time my feet hit the ground after a bunny hop my shields are recharging. I'm back to full health in about 5 seconds. The min scout suffers from low health and terrible regen. If the cal scout is supposed to be a low ehp scanner, the min scout should be a regenerative brawler. As of right now the Cal has regen, tank, and ewar. That's why it's a near perfect suit it's got the trifecta. I'd give the Minmatar the Caldari's deplete/recharge and recharge rate.
Though the problem of low EHP and terrible regen is honestly a problem on all the Min suits.
As for the Amarr, mehhhh. Can't say much there. The mimicing of the 2/4 gallente layout is silly. Personally I'd change the layout for starters to make it more unique if it wasn't getting the scan bonus. 1/5. There's a place for the brick tanked scout.
So you are saying Gal scouts are too strong and render your Cal scout scans useless? So you loose EWAR and stack hp, but the Cal scout is the perfect suit?
If you stack hp won't a min scout be useful, being able to remain hidden and use it's hacking bonus to hack points? Don't you think Min scout's speed and stamina makes up for the worse hp and regen compared to Cal scouts? |
Varoth Drac
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Posted - 2014.07.12 13:42:00 -
[30] - Quote
IAmDuncanIdaho II wrote:I'm tending to agree...I don't think I'm particularly good about theorising on what should work and what shouldn't, but if we're saying precision is OP, then you have to ditch it as a bonus completely. Personally as I've said before I think precision is useless without range, but ATEOTD, maybe it just needs ditching.
Of course this causes problems with role-defining bonuses then for Gal because what's the point of the innate Gal damp bonus if they no longer have a natural counter, and we are already struggling with role-defining bonuses for the Amarr. But you also I believe make the minja viable...so you kind of break gal and fix minja. Which seems kind of crap for those who specced into Gal. Maybe they should just go with the following bonuses:
Caldari: scan range
Gallente: cloak duration/regen
Amarr: Biotics efficacy
Minmatar: Hacking
Maybe the scout v scout EWAR situation is just too troublesome. |
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Varoth Drac
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Posted - 2014.07.12 22:02:00 -
[31] - Quote
It seems the spreadsheet has changed to a more moderate approach.
Cal: 10% range per level. Seems ok but is in danger of making active scanners pointless (still) with such a high range, although range amps compete with damps to they probably won't have too large a range. At least with the removal of the precision bonus it removes the 3 - 4 precision super scans you can get now, that are prohibitively difficult for non-Gal scouts to avoid.
Amarr: 5% precision per level. Like the current Cal bonus. 2 precision mods will require to 2 damps plus pro cloak to avoid, unless you are Gal in which case you will just need 2 damps. This seems fair to me. Although they can utilise the bonus without loosing their armour tank, without a range bonus they are heavily incentivised to equip range amps. Seems quite balanced. The whole premise of scout suits is that they avoid radar, it's silly to have a situation where this can't be achieved.
Gal: 3% damp 3% range per level. I don't agree with buffing their range. Dampening is a good enough bonus on it's own. Just remove the range bonus and things will be fine.
Min: seems ok, can avoid scans other than Gal logo focused with 2 damps and an active pro to cloak. Whilst they may not be quite as good at combat as the others, the move or code breakers to high slots would help them enhance their hacking abilities and fulfil the hacker role. |
Varoth Drac
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Posted - 2014.07.12 22:33:00 -
[32] - Quote
CCP Rattati wrote:We want everyone to have 2 bonuses, please suggest another bonus for the GA.
The range of the CA, that's where I was playing around with the max range reached by other scouts with many lows. I wanted to beat the maximum range reached by others, but that may be a fallacy. I agree with comparing to Active scanners, but how favorably, in this case less than active scanners because the scout precision is better than active scanners? You haven't suggested 2 bonuses for Cal or Am scouts, why does Gal need 2?
Passive scanning needs to be shorter range than active scanning because it is continuous and operates through 360 degrees, without giving warning to scanned targets. Active scanner scan arc and cool downs are significant drawbacks, not to mention you have to actually stop and use the scanner. Precision isn't the issue.
Edit, sorry forgot you were keeping the Am stamina bonus. |
Varoth Drac
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Posted - 2014.07.12 22:57:00 -
[33] - Quote
CCP Rattati wrote:Is it not then fallacy to establish max passive scans to be below active and instead at equal or above? I know that brings back the GA logi, but why not? I would agree with this. Passive scanning is superior to active scanning, however it requires more slot investment. I don't think there would be anything wrong with establishing max passive scans at higher profiles than max active scans.
I whole heartily agree with bringing back Gal logis (in moderate amounts, not 1.4-1.7 levels), they should have a place, as should every suit. |
Varoth Drac
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Posted - 2014.07.13 07:41:00 -
[34] - Quote
Cyrius Li-Moody wrote:I said it before and I'll say it again, 2 damps plus a cloak should be all that's needed to dodge the best scanner and best precision out there.
Honestly if it were up to me I'd throw away the gallente's damp bonus and the caldari's precision bonus. No scout suit should have them. Here we are balancing E-War for a 3rd time and the gallente is going to end up OP in some way or whatever scan scout is going to end up OP.
I hate to say it but I miss the days of the scannerinas. This precision v dampening crap we've got going on is ridiculous. The last post before Ratati coming in was mine saying make bonuses like these:
Cal: scan range
Gal: cloak duration
Amarr: biotic efficacy
Min: hacking
No precision, no dampening, no mess. |
Varoth Drac
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Posted - 2014.07.13 08:45:00 -
[35] - Quote
Aero Yassavi wrote: Such terrible choices. You can't give one scout an efficacy bonus and the other three inherent bonuses. Using your example, either you'd either have to give Amarr a straight up inherent bonus to speed or melee or stamina or change it so the other bonuses are towards scan range amp efficacy and codebreaker efficacy. Of course, if you give the Amarr scout a bonus to speed or melee it interferes with the Minmatar scout's thing and if you give it a bonus to stamina we're right where we started. On the flip side, if it doesn't make sense that the highest EHP and slowest scout would have bonuses towards biotic efficacy from a game design perspective.
Ok but you get the general idea. You could change Amarr to something else if you like. Or you could make them all efficacy bonuses. Or just give Amarr a sprint bonus to go with their stamina. We have discussed this before, Eve has fast Amarr ships, why can't dust? Minmatar would still have the fastest strafe and non-sprint speed, and still be good at sprinting.
The main point of my post is that we can come up with alternatives to dampening and precision skills.
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Varoth Drac
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Posted - 2014.07.13 12:21:00 -
[36] - Quote
I approve of separating range bonuses from precision bonuses. However...
New numbers FOTM:
Cal scout - 4 comp shield extenders 1 comp profile dampener 1 comp range extender Enough CPU for Bk-42 ACR, AScP, flux, adv cloak, adv links 540 hp (453 shield) at 50hp/s shield regen, 3-5s delay Scan range 65m profile 20db. Enough to dampen below Gal logi proto (non-focused scans) and all scout scans except Amarr. Can be scanned by focused scans or Amarr scout scans.
Predicted EWAR landscape: Amarr scouts will exist but won't be prevalent as they lack the scan range bonus of current Cal scouts. Cal scouts will still be the highly favored method of providing scans, they just won't use precision and won't expect to pick up scouts. Cal scouts will outmatch Gal logis at scanning since they are better at scanning non-scouts and focused scanners are difficult to use.
Counter:
Amarr scout - 2 comp precision 2 comp damps 1 comp range 1 comp reactive plate proto cloak enough CPU for duvolle assault rifle, SMG, flux, pro flux links. 353 hp - 278 armor rep 3/s scan range 44m precision 18db profile 19, 17 with cloak.
Is this suit strong enough to counter the Cal? It needs the second damp to avoid Gal scans and Gal logi non focused scans. The Cal could counter it by swapping the range for a damp. It would still get a 45m scan range.
Are the Min bonuses really on par with this Cal fit?
I propose reducing the range to 5% per level or something more reasonable. |
Varoth Drac
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Posted - 2014.07.13 14:48:00 -
[37] - Quote
Cal scouts might be ok in PC as long as there are Amarr scouts to a counter them, but don't you think 10% range per level is a bit OP the rest of the time? What about pub matches? Active scanners will be used even less. I think it needs toning down a bit. |
Varoth Drac
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Posted - 2014.07.13 15:42:00 -
[38] - Quote
Appia Vibbia wrote:Varoth Drac, I don't know you very well so I'm not sure if you know me. But Scoutly play in PC, number crunching, and figuring out the most effective fits is kinda my thing. You're Amarr and Caldari hypothetical builds, neither of them are the most effective way of playing those suits Admittedly I don't post much. I have been scouting since chrome and am on "the list", as it were but i am only now kind of getting into forum posting. I don't do PC but I do understand that balance should mostly be considered based on it. I'm glad you responded, I admit i'm no fitting expert, I more just wanted to get to ball rolling on hypothetical fits.
You are absolutely right about my Amarr fit, I was being a bit dumb there. If you are the scan suit you don't need to be stealthy, especially in cities. Your Amarr suit is a total beast and I feel much happier about the balance now. I had forgotten that the real strength of these high precision suits is their teammates getting the shared scans.
I still think my Cal scout would be a good fit as long as there weren't Amarr scouts around, but yours is good with Amarr around.
I think that much range would be OP in pubs, but it's hard to balance things in pubs so I don't know.
Thanks for lending your expertise. |
Varoth Drac
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Posted - 2014.07.13 16:18:00 -
[39] - Quote
Appia Vibbia wrote:Varoth Drac wrote: I still think my Cal scout would be a good fit as long as there weren't Amarr scouts around, but yours is good with Amarr around.
I think that much range would be OP in pubs, but it's hard to balance things in pubs so I don't know.
Thanks for lending your expertise.
Shotty was running around in a Cal-Scan suit using 2 of the long range active scanners. In pubs that range certainly is impressively strong and I'd definitely use a similar build with the C/1-Series suit because of the utility. It just isn't the "OP FotM" fit. I like how the amarr has the versatility for the suit you proposed, and I've used something similar on the Gal, I just don't have enough fitting allocation to have those suits. I've basically got 30 suits I use in PC. delete them after a battle, make 30 pub suits that shy away from proto in everything except sniping and AV. Then rinse and repeat. I just don't want Cal scouts to continue rendering active scanners pointless. It will be fine if they have to damp, but if they don't bother (as Moody says people often don't) that is one powerful scan you will have there. I guess it partly depends on what happens to assaults.
Would you rather have in your squad a Cal scout with 90m scan range that can't scan scouts, with over 500 hp, or a Gal logi that can only scan scouts with a focused scanner and 1000 hp. I worry everyone will choose the scout. If balanced people would be happy with either.
edit: posted before I read Rattati's post above. |
Varoth Drac
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Posted - 2014.07.13 18:02:00 -
[40] - Quote
Aero Yassavi wrote:Let's look at using a 25% baseline, 35% baseline, and a 50% baseline (with module at 45%)
25% / 35% / 50% Base Range (m): 20 / 20 / 20 Lv 5 skills (m): 30 / 30 / 30 Lv 5 racial (m): 37.5 / 40.5 / 45 1 complex mod (m): 46.9 / 54.7 / 65.3 2 complex mod (m) : 57.1 / 71.3 / 90.8
Feel free to check my math. Personally I feel 25% gives too little progression, and it does seem that 50% is a bit indulgent. Can we say a 7% per level bonus and declare scouts sorted?
(Still a little dubious that Min scouts will be as good as the others, but being the underdog is kind of fun). |
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Varoth Drac
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Posted - 2014.07.13 18:13:00 -
[41] - Quote
DeathwindRising wrote:One Eyed King wrote:Deathwind is why it is not ok for Dev groupies to just stop on in. There are plenty of other threads for feedback. The Barbershop was built for those who wanted to argue scout specific topics and continued doing so even when we were completely ignored.
Its not like we just set up shop in a random feedback thread and tried to take over. The reverse shouldn't be true either.
I like constructive criticism, but would prefer that anyone doing so stick around and be a part of the scout community and not just post self serving drivel.
Yes, I am looking at you Deathwind. i agree with you. but any changes to scouts are changes that affect us all. so it matters. the same way it matters what infantry think when changes are made to vehicles. unless you prefer to not be consulted when those changes come around? The changes mostly won't affect mediums and heavies. Cal scouts might become a little better vs them but will be easier for other scouts to counter. Otherwise the changes are pretty much for inter-scout balance.
Rattati is going to discuss it with the wider community before finalising. |
Varoth Drac
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Posted - 2014.07.19 11:29:00 -
[42] - Quote
I also feel the proposed assault hp buff is a good way to go. Firstly it is simple, don't underestimate the value of a simple solution.
Secondly it is new player friendly. I always thought assaults were meant to be a good solid new player option. I assume the proposed buffs would be applied to med frames as well. But even if it's only assaults there isn't as much of a barrier to getting into assaults as other classes. A straight up hp buff helps narrow the sp power gap unlike extra powerful bonuses.
Thirdly it should improve module diversity. Higher base hp makes hp mods comparatively less effective than other mods. The percentage hp increase of a plate would be less, whereas regen mods would become more effective as there is more hp to regen. Or players may feel more comfortable fitting for speed if they have a decent base hp to work with. For example, a comp shield extender on a min scout is approximately a 33% hp increase, whereas heavies tend to like to run shield rechargers or damage mods as a shield extender is only a small percentage hp boost.
I don't think an extra 100-130 hp on assaults would break anything, and should be all they need (along with the fitting buffs) to out assault the assault-scouts. That's all you need to get the 'slayers' back where they belong. |
Varoth Drac
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Posted - 2014.09.18 13:50:00 -
[43] - Quote
I think part of the issue is that passive scanning us very effective for a lone wolf play style. I have made a fit very similar to the fit in your video but using a min assault:
Assault light
For comparison here is my recreation of saxonmish's scout :
Assault light scout
I think that people should stop moaning about scout EWAR abilities and fit EWAR on their suits.
In this example, comparing the two suits, the assault does suffer a bit from a larger hitbox and being vulnerable to Gal scout scans (without precision), less (but still good) scan range and a bit less hp. It does have it's weapon bonus though.
I suggest maybe buffing range amps. This would allow med suits to fit for passive scanning if they want to. Good as long as it doesn't further marginalise active scanners. |
Varoth Drac
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Posted - 2014.09.21 21:15:00 -
[44] - Quote
I believe I mentioned this a few pages back, but I think scan range extenders should be buffed (possibly other EWAR mods).
Sadly I don't have time to go into details at the moment. Essentially my thinking was, that instead of limiting scout suit's ability to fit like a light assault, CCP make it easier for assault suits to do the same.
Tank modules are very effective, hence why scout suits stacking hp can become an "assault light" suit without too much difficulty. You get decent hp from modules and good regen, speed and EWAR from scout base stats. This is a very good fit for solo slaying as EWAR is very effective. Sadly if an assault wants to do the same thing by fitting EWAR and regen mods instead of tank it is more difficult as EWAR mods are poor in comparison to tank mods.
If it only took 1 range extender to give an assault a scan range approaching a scout I think that would be balanced. Nobody could complain about tanked scouts if an assault can make the same fit (same with logis).
Currently assault suits are kind of limited in fitting options as EWAR mods are ineffective for them. Buffing range extenders opens up more passive scanning fitting opportunities for medium suits and gives more reason for mediums to use dampeners, adding to variety.
I managed to make a good approximation of a tanked scout using a min assault suit, but it was let down by having to fit 2 comp range extenders to get to a scout suit's base scan range. Scanning is not really much use bellow about 25m i feel. |
Varoth Drac
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Posted - 2014.09.22 07:36:00 -
[45] - Quote
Adipem Nothi wrote:Varoth Drac wrote:I believe I mentioned this a few pages back, but I think scan range extenders should be buffed. I'm inclined to agree. Build diversity is healthy, and Assaults are currently afforded precisely zero reason to ever use a Range Extender. If it paid them utility comparable to that of plates or reps, perhaps they'd use it in pubs (though I strongly doubt they'd use it in PC). That said, I'm under the impression from Cross here that Logis are the suits in need of hugs ... namely something they can be made good at which won't overlap too far into the role of an existing specialist. Assaults are exceptionally good in their role at the moment (kicking arse) ... do they actually need free hugs? I get what you are saying, logis need a little love and assaults are pretty good right now. A range extender buff would benefit logis more than assaults though as they already have a higher base scan range. Personally I use range extenders on my logi fits more than my scouts.
Maybe logis need a different buff. Do they still need to be slow?
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Posted - 2014.09.23 07:18:00 -
[46] - Quote
Gavr1lo Pr1nc1p wrote:For radar--directional should only show if your scan precision is 60% or lower of their profile
So scout with max skills can directional an unskilled heavy but nothing else, sees everything else as a dot that is 36 db or over
Am scout with a prec. of 17 can directional anything 28.3 db or over
Will really add some more balance to the game and hopefully cease the endless flow of scrubby tears.
Also gives reason to run precision other than just picking up scouts. I have often thought, if they ever rebuilt the tacnet system (eg legion) whether you can scan something should be based on distance. The closer the enemy the more likely you are to scan them. Range extenders and profile dampeners would affect this.
Precision enhancers should affect the type of dot on the radar. Bad precision should give a fuzzy dot, getting smaller, brighter and more defined with improved precision and adding a direction arrow.
Also weapons fire should give away your location on tacnet, with the option to use silenced variants of some weapons. |
Varoth Drac
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Posted - 2014.09.23 07:27:00 -
[47] - Quote
Actually this reminds me, the shotgun's sound should definitely be increased in volume. I remember in chrome, as soon as you started firing everyone turned round thinking "****! A shotgun scout, kill it!" whilst we ran away laughing or dieing horribly (or both).
Now if a shotgun scout attacks I just think "did I just hear?... It sounded like a"....blap! Dead.
A good way to balance shotgun scouts that people keep moaning about? Or is there no need? I know it would need a client patch so is probably moot. |
Varoth Drac
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Posted - 2014.09.27 17:52:00 -
[48] - Quote
Sorry, this is about Dust not Destiny:
So I just had a crazy idea, well, more of a combo of other's ideas.
I was thinking of echo, and maybe making basic suits viable. Was thinking of advocating giving basic mediums 2 equipment slots to make them somewhere between assaults and logis, also making them equal price to the specialised suits.
Then I got to thinking about scouts and light frames. How about making scouts sidearm only, bear with me, and make light frames light weapon+sidearm with 1 equipment, maybe light frames should get a little extra hp too.
I know this would be a scout nerf, but there is still a lot of scout QQ. Sidearms seem to be pretty good now. Shotgun+cloak would become rare and save a lot of tears. You could still shotgun or sniper rifle with a light frame, making them pretty useful. Finally I don't see why light frames need 2 equipment slots, it kind of invalidates the idea we need 2 eqs because of the cloak.
What do people think? |
Varoth Drac
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Posted - 2014.09.27 18:24:00 -
[49] - Quote
One Eyed King wrote:Scout QQ is a lot about scouts being relevant in a way they were not between 1.0 and 1.8.
I don't like the idea of side arm only scouts, even though that is what I run. It completely invalidates the shotgun scout, which is a valid play style, sniper scouts and others.
Most light weapons do not deal alpha damage, so when it comes to light weapons fights scouts will always be at a disadvantage.
Light frames are worthless, and nerfing scouts to give them a use is not really buffing them. They lack the bonuses that make scout frames useful.
I get that there may be problems with scouts, but I am not always on board with what that issue is.
We can't really out assault an assault, or out logi a logi (except for maybe std level?).
If scouts were so OP, everyone in PC would run them, but from what I am hearing PC is nothing but Heavies and Logis.
I think the QQ comes down to having more scouts than before, and having them be more viable.
If after everyone has spent their SP from this recent event we are still not seeing more Assaults, we need to try and understand why, and it may be a weakness in Assaults and not a scout problem, or it may simply be an issue with armor plates on scouts, which can be addressed without nerfing every other scout that doesn't run plates to begin with. I get what you are saying about the scout QQ, it is probably too soon after the assault buff to assess whether they are useful yet. I guess I was thinking "if" the scout QQ has any merit.
As for light frames, as a min scout user I feel I can be effective as a shotgun or rifle user without any relevant suit bonus other than the cloak. It seems to be the opinion of a lot of players that the cloak is not necessary for effective scouting (like before 1.7). Therefore I feel light frames would still be good, though maybe an hp increase would be necessary to balance the lack of bonus, cloak or 2nd equipment.
I also share your worry that sidearms lack the required power for effective scouting, although nova knives certainly do have enough. It also might restrict weapon choice too much. Though it would give sidearms a real place to shine. Decloak - breach scrambler to the back - flaylock finish anyone?
Finally, I still worry that shotguns overlap and outshine nova knives a little too much, my idea would fix that. |
Varoth Drac
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Posted - 2014.09.27 21:30:00 -
[50] - Quote
Thanks for the responses to the sidearm only idea. I agree we shouldn't be nerfing scouts without a concrete reason to do so, and that although sidearm only scouts is quite a nice idea it might not be viable in dust.
I wonder though if people are quite getting that in my idea, the light frame is meant to be a viable endgame suit. So you could still have shotgun scouts or sniper scouts (using light frames). It's just that if you want a cloak and souped up EWAR bonuses you would be restricted to sidearms.
I suppose the whole idea is a little redundant. Basic frames are pointless and may as well be removed from the game. There isn't really any point turning them into another set of viable suits, we already have enough. |
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Posted - 2014.10.05 19:06:00 -
[51] - Quote
I think aim assist is fine as it is. I don't see any reason to remove it.
There is a reason for aim assist on console shooters. Control sticks are not suited to fine aiming. Instead of forcing players to fight with an unwieldy control method aim assist allows people to focus on playing the game; strategy, tactics, reactions, positioning, movement and awareness. Much more fun than just who can fight with the controls the best. |
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Posted - 2014.10.09 21:03:00 -
[52] - Quote
So I posted in the EWAR feedback thread. However, the more I think about it the more I think that EWAR is about as balanced as it can get without a complete rework, and even then I'm not convinced CCP could really improve it.
Which leads me to a different conclusion as to to how fix the perceived problem with scouts (if there even is one, which is by no means certain). I have mentioned this before and it really wasn't popular:
Shotguns.
Perhaps they have too much alpha damage in a world of cloaks and powerful EWAR. I know Moody said in one of his videos that he thought cloaks + shotguns was "cheap".
I also think it is a bit of a silly situation where shotguns are Dust's stealthy assassin weapon of choice. It just doesn't seem to fit. I know knives are good now but they fit the profile of an assassins weapon much better and still require a fair bit more skill than a shotgun in my opinion to get the same results.
Shotguns should be viable on assaults as well as scouts, currently they aren't really. My proposal:
Reduce damage (by something like 30%) to reduce their alpha damage. To make up for this: Increase rate of fire Increase clip size Increase reload speed Increase range (to make them more viable on assaults and less confined to assassination).
Anybody like the idea?
As a disclaimer, I originally only specced into scout suits (back in early chrome) because I wanted to use the shotgun and heard it went well with scout suits. Since then I have been hooked on the speedy, stealthy, edge-of-your-seat scout gameplay, regardless of weapon. |
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Posted - 2014.10.09 21:27:00 -
[53] - Quote
Adipem Nothi wrote:o7 Varoth
If the stats show that Shotgun+Scout+Cloak are causing problems (which I believe to be the case) then we should certainly do something about it. I could get behind a shotgun overhaul. It is unacceptable that mercs can literally hop out of optimal range, and we've already given up the Alpha component, with Pro Assaults now requiring 3 blasts to kill. I personally kinda like your suggestion.
Another idea might be to prolong the Shotgun's "draw time" so it wouldn't be immediately at-the-ready upon decloak. o7 I really don't want them to start messing with EWAR again. Much more likely they screw it up than improve it.
I like your idea too. Shotguns scouts seem to be the only scout concern that seems to hold an element of weight. And it would be nice to be able to use it on an assault.
I get what you are saying Spademan. However, not many games currently have a ttk as high as dust, and to my knowledge nothing has a passive scan system as powerful combined with cloaks. |
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Posted - 2014.10.10 07:14:00 -
[54] - Quote
I don't know what to think really. I don't have PC experience. Are shotgun scouts balanced in PC? I know they were a problem in the past but it sounds like assaults are viable now.
To be honest pub matches seem quite balanced to me. There seems to be a steady increase in assault suit users. There are plenty of scouts, heavies and logis. I see a variety of weapons.
Perhaps I am too easily swayed by people crying on the forums. I guess I just really don't want EWAR messed with again because it took so much effort for us to fix it after alpha. |
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Posted - 2014.10.10 21:48:00 -
[55] - Quote
Can I just say I am against nerfs to cloaks, such as reduction to scan range whilst cloaked. I will also reiterate that I am against any EWAR changes as it is likely to screw things up more than improve anything.
If scouts need a nerf I would either focus on tanking. For example increasing plate penalties on scouts and reducing shield regen.
Or focus on shotguns if they are part of the problem. Don't nerf them, just repurpose them by reducing alpha and increasing range, making them less powerful in the hands of a cloaked EWAR scout.
Seems to me people are still taking up assault suits following the buff. I think it is still too soon to say whether scouts need further nerfs. From my experience of pub matches things seem quite balanced. Apparently assault suit uptake is on the increase in PC, with scouts becoming less used. |
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Posted - 2014.10.10 22:37:00 -
[56] - Quote
Arkena Wyrnspire wrote:I'm still seeing large numbers of HP tanking scouts with rifles. Indeed, I recently encountered a full squad of Calscouts with combat rifles and a Galscout with some obscene armour total.
Thoughts? Is this actually a problem? It's an alternative fit, not superior to speed or EWAR fitted scouts.
Do these fits render assault suits invalid? I'm not sure they do. If they are better than assaults this would be a reason for increasing scout armour stacking penalties and shield regen, but only if tanked scouts are actually better than assault suits, not just an alternative.
If you mean this shows that shotguns aren't the problem on scouts we would still need to determine if there is a problem. If there is, and it's not shotguns, going after the tank would be what I suggest. |
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Posted - 2014.10.11 21:04:00 -
[57] - Quote
Wish I'd read this earlier and not gotten sucked into contributing to it.
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Posted - 2014.10.11 21:55:00 -
[58] - Quote
One Eyed King wrote:Gareth Verenar wrote:They aren't, OEK.
I really don't get the hypebolization of Scout Dropsuit effectiveness as well as Cloaks. I think it has a lot to do with how limited scouts were prior to even the stats release for 1.8. Once people saw what kind of love scouts were getting, and cloaks, people started jumping on the bandwagon. Then came the 1.8 FotM slayer scouts, and suddenly lots of people were getting killed by scouts when that had never been an issue before. To some, it means that must mean there is a scout problem. They didn't bother to parse out the real issues, or were just too lazy to try. I'm hoping time will solve the problem. I like Shotty's latest EWAR proposal, but I see more and more assaults in pubs every day.
Today I was getting utterly destroyed by a Gallente assault with a GEK. Didn't matter which suit I used, this guy just blitzed me every time. Must have been prof 4/5 and double comp damage mods.
When people start getting killed by more suits that aren't scouts the complaining should die down. I think the biggest mistake CCP made was the respect for 1.8. If everyone still had Lvl 5 Gal Logi instead of Lvl 5 Cal/Gal scout it would be a different story. We've just got to wait for people to skill into assaults and their relevant skills. |
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Posted - 2014.10.13 21:36:00 -
[59] - Quote
It's a nice idea with clever implementation. I'm just not sure about nerfing cloaks. They aren't really all that amazing and they do encourage more interesting "scouty" fits. Feels a bit like this would encourage more of a "slayer-logi" style scout fit.
I think I prefer some of the other suggested changes if things need to be done. Such as medium suit profile reduction or scout armour plate penalties and shield regen reduction.
Very clever idea though. Might be fun dropping cloak to activate scans, then re-cloaking. I'm also a bit worried certain people would go for the cloak nerf but not agree to all the necessary profile and damp buffs that go with it. It's all very well giving Rattati a well thought out idea but what if he's under pressure to screw it up? |
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Posted - 2014.10.16 15:59:00 -
[60] - Quote
TerranKnight87 wrote:What do you guys/gals/mutants think of the new delay and how that will affect pro Knifers?.
Not a pro-knifer, but my thoughts are:
It's a nerf but probably not a drastic one. It's not like shotgunning where I would decloak-fire in one fluid motion.
With knifing I decloak before reaching optimal strike position, switch weapon twice because I have to go past my combat rifle (I know some people go for 2 sidearms so they can switch straight from cloak to knives but not me), then I usually have to sprint again a bit if I am chasing someone or have to reposition based on last second changes in my target's movement. Finally I nearly always charge the knives ready to strike once in position/range.
Obviously I try to make this all happen as quickly as possible as I am very vulnerable during this time. So the period of vulnerability will be longer, but the overall process won't be much different.
People already know this is how knifing works, not trying to claim I'm an expert or anything. This is just how I see things playing out. |
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Varoth Drac
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Posted - 2014.10.28 18:25:00 -
[61] - Quote
One Eyed King wrote:Also, I really don't care for the range reduction while cloaked.
If they have concerns for shared passives while cloaked, I would rather they just remove shared passives altogether.
Otherwise, they should just come out and say they don't like slaying while cloaked and at least be honest.
As it stands, my hacking capacity will be severely diminished as I have no defensive options, particularly around CRUs with Reds spawning in. Fan-freaking-tastic.
I hope it all works out for the best in the end, but I don't look forward to it. Hacking will be a little more dangerous but I don't think this is a big change. Installation hacking won't be much different as the enemy still won't see you. It will just be risky escaping once the hack is done.
Objective hacking will be interesting. I imagine it would be better to decloak first as the enemy knows where you are anyway. However you do loose that extra second it takes people to target you whilst cloaked and hacking, so I don't know. |
Varoth Drac
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Posted - 2014.10.28 18:45:00 -
[62] - Quote
Llast 326 wrote:Varoth Drac wrote:One Eyed King wrote:Also, I really don't care for the range reduction while cloaked.
If they have concerns for shared passives while cloaked, I would rather they just remove shared passives altogether.
Otherwise, they should just come out and say they don't like slaying while cloaked and at least be honest.
As it stands, my hacking capacity will be severely diminished as I have no defensive options, particularly around CRUs with Reds spawning in. Fan-freaking-tastic.
I hope it all works out for the best in the end, but I don't look forward to it. Hacking will be a little more dangerous but I don't think this is a big change. Installation hacking won't be much different as the enemy still won't see you. It will just be risky escaping once the hack is done. Objective hacking will be interesting. I imagine it would be better to decloak first as the enemy knows where you are anyway. However you do loose that extra second it takes people to target you whilst cloaked and hacking, so I don't know. Not too worried myselfGǪ Remember when we used to hack **** slower and without cloaks.. and the Installations broadcast your position to everybodyGǪ hell we did it then we can still do it now. Though i will be bringing back my left and right RE drop before i start hacking a CRU in that little out of reach crookGǪ come get me fatty go ahead Those were the days, I remember the fear!
Also, hacking installations in order to use their passive scans against the enemy to get behind and assassinate them, hardcore. |
Varoth Drac
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Posted - 2014.10.28 22:35:00 -
[63] - Quote
I get what you are saying OEK, in my opinion nerfing tanking ability on scouts would have been preferable to nerfing cloaking. However I am still optimistic about the changes. Superior stealth and scanning at the same time is pretty powerful. It will be nice to regain a bit of respect for scouts. Also, thematically, losing scans whilst cloaked fits nicely with the muted sound effect. Like a submarine submerging or Frodo putting on the ring, seems to fit with loss of awareness. We go on to other classes about using our eyes, now it's our turn.
As for hacking, I still don't think it will be a huge nerf in this area. Objectives are normally in more built up areas making escaping without cloak easier.
Escaping from hacking a CRU I envisage going like this:
Cloak, Finish hack, Rotate on the spot and check for hostiles in line of sight. If clear either: A. Gtfo Or B. Decloak and scan immediate area.
If not clear wait until it is, and hope the cloak charge lasts.
A nerf? Yes. Horrendous? Hopefully not. |
Varoth Drac
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Posted - 2014.10.29 00:17:00 -
[64] - Quote
One Eyed King wrote:Spademan wrote:Pseudogenesis wrote:I'm just not going to cloak while hacking anymore. CRUs and supply depots sure, but there's no reason to cloak while you're hacking a point. They already know where you are. Oh yeah, you're going to want to do that if you're in a game with me. If I see a notification at the top that an installation is being hacked I pop to the closest one (if it's one within reasonable distance) and search that ****. Exactly. F'ing lazy fixes... For some reason I thought installation hacking wasn't flagged if you are cloaked. Not sure now. |
Varoth Drac
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Posted - 2014.11.02 10:33:00 -
[65] - Quote
Scout build tips?
Skill up dampening, then range.
Precision is less important as you need a lot of skill investment to make it useful. Even then it only helps against scouts (and not all) so has less use per sp.
The following mods are good on scouts:
Damps (you need 1 for pubs but no more, no less in my opinion) Shields Kinetic catalysers Range amps Precision enhancers Codebreakers Reactive plates
(Kind of in that order) Obviously if you are going precision enhancers range and armour becomes more important.
Kinetic catalysers are amazing if you are using CQC weapons like shotguns or knives. Don't underestimate them.
Range amps are also amazing but sadly I rarely have free slots to fit them. The skill itself is very good though even without fitting mods.
Don't run knives and shotguns together, you want to compliment short range with mid or long range.
Cloaks are good but require level 5 scout and dampening, and take some learning. They are also getting nerfed so I wouldn't bother to start with. Don't discount them though. Freedom to move around the map in the open is very powerful.
Tactics. 1. Infiltrate enemy controlled territory. Identify spawn point. Neutralise spawn. Approach rear of enemy forces. Begin assassination.
2. Approach objective. Use cover and radar to identify enemies. Use positional awareness and superior CQC weapons to eliminate enemies. Hack objective. Cover with remote. Lol heartily when you get a triple remote kill as they all pile in to hack.
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Varoth Drac
Vengeance Unbound RISE of LEGION
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Posted - 2014.11.02 10:54:00 -
[66] - Quote
Placing uplinks behind enemy lines, out of the way, is also a very effective scout tactic. |
Varoth Drac
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Posted - 2014.11.07 18:32:00 -
[67] - Quote
On EWAR change, I think they should distinguish active scanners as designed to scan mediums and passive scanners as being how to scan scouts (with the exception of focused scanners).
To achieve this the Gal logi bonus should be changed from precision to cooldown. There should also be an advanced focused scanner.
You can keep the majority of Rattati's proposals like 15m passive range.
I don't agree with removing the direction arrow, maybe just for active scanners.
I could even agree with giving profile penalties to all hp mods, as long as it was still viable to use a little hp, and you take into account more scouts will be stacking precision.
The fundamental idea I have, is the active scans are long range, designed for medium or heavy suits that engage at range.
Passive scans are for CQC, designed for scouts and logis (consider reducing logi precision). The balance here should be kept similar to how it is now. Maybe easier for scouts to hide considering the hp mod nerf.
With the Gal logi precision bonus it's just too hard for mediums to damp below scans in a competitive environment.
Also, hp mods being fixed value bonuses, combined with scout low hitbox, speed and regen, naturally encourages scout tanking, which messes up the class. I completely agree with the scout ck.0 argument recently. That thing, with 4 shield extenders, is a better assault than an actual assault suit. It's a close run thing, and a better assault bonus may improve things. But that doesn't change the fact that scouts are inherently encouraged to stack hp. Just because it's shield doesn't make it ok. |
Varoth Drac
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Posted - 2014.11.07 20:10:00 -
[68] - Quote
One Eyed King wrote:[ When you mean scanners specialized for scanning certain roles do you mean like scanners that can only scan scouts, or only medium frames?
Like Scanners that only have a range of 30 dB to 15 dB? Or 60 dB to 45 dB?
THAT would be interesting. Nothing as clever as that. I just thought that no one should be trying to scan scouts with active scanners other than focused. Therefore remove the Gal logi precision bonus and mediums can reliably dampen below active scanners if they desire. |
Varoth Drac
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Posted - 2014.11.08 12:31:00 -
[69] - Quote
What pisses me off about the EWAR discussion, and scout discussion in general outside the shop, is the misinformation.
We have respected veteran forum warriors saying things like "you need a Gal logi with a focused scanner to put scouts in damp mode and make them fit damps".
Then everyone believes them and the whole discussion is skewed. |
Varoth Drac
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Posted - 2014.11.08 17:50:00 -
[70] - Quote
Proto (non focused) scanners are 28 db, which require a dampener.
Also, any Gal or Am scout, without any precision enhancers, need a damp to avoid, at max skills all round.
Going into battle without any dampening as a min scout is pointless.
As for Gal logis, you need two dampeners to avoid their non-focused scans.
The idea that scouts can operate (properly) without damps until you employ a focused scanner is ludicrous.
Disclaimer: I am writing from a min scout perspective, since this is what I use. I know Cal and Gal scouts find it slightly easier, however the difference isn't huge. |
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Varoth Drac
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Posted - 2014.11.08 22:32:00 -
[71] - Quote
Arkena Wyrnspire wrote:Vitantur Nothus wrote:Arkena Wyrnspire wrote:Varoth Drac wrote: We have respected veteran forum warriors saying things like "you need a Gal logi with a focused scanner to put scouts in damp mode and make them fit damps".
What is the problem with this statement? Why would you fit more damps than you need to if there are no high powered scanners on field? Hyperbole with an agenda. "if you don't run the best-of-the-best counter recon, then scouts don't have to dampen." rabble rabble rubbish. How is this incorrect, though? You don't need to dampen to counter the best recon when the best recon isn't being fielded. The comment implied scouts only have to fit dampeners when Gal logi focussed scanners are employed. Which is far from the truth.
Even if this isn't how the comment was intended, it is how it came across and was interpreted. |
Varoth Drac
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Posted - 2014.11.09 13:05:00 -
[72] - Quote
Gavr1lo Pr1nc1p wrote:So apparently they want to nerf scouts again by making shields give a profile penalty... Yay, minmitar scout=even worse. I wouldn't mind if they nerfed scout ability to tank.
I wouldn't mind if the buffed the precision of focussed scanners.
But the other bullshit is too much.
Scan range reduction: no.
Direction arrows gone: no.
Increasing the profile of my proto min scout with a whole 300 shield: no.
I suggested making shields reduce regen on scouts. Wouldn't be too much of a problem for my Min scout, but 4xshield Caldari scouts would suffer. I do think hp mods push scout hp stats out of where they should be. |
Varoth Drac
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Posted - 2014.11.09 13:20:00 -
[73] - Quote
Arkena Wyrnspire wrote:Varoth Drac wrote:Arkena Wyrnspire wrote: How is this incorrect, though? You don't need to dampen to counter the best recon when the best recon isn't being fielded.
The comment implied scouts only have to fit dampeners when Gal logi focussed scanners are employed. Which is far from the truth. Even if this isn't how the comment was intended, it is how it came across and was interpreted. This is just an example of the common misconceptions and misinformation prevalent on the forums when it comes to scouts. Why don't they? There's no need to fit more dampeners than you need. A single damp will take any scout under even proto scanners - it's only when Gallogis or scanner scouts come on field that you need to bother dampening more than that, and a single damp is far from crippling. It is fine, it's not crippling. A scout will always need to fit a dampener in a pub match to avoid common passive scans, or incase a proto scanner is employed, or a Gal logi shows up.
If it was crippling then scouts would be crippled and there would be no point in them.
If stronger scans appear, more damps are needed. Annoying but fair enough.
The point is, scouts do need to fit a dampener or two without the enemy using Gal logi focussed scans. This is fine, there is no need to change this particular aspect of the game. |
Varoth Drac
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Posted - 2014.11.13 08:17:00 -
[74] - Quote
A delay before reactivating the cloak won't help with your problem. It is far too unwieldy and rather pointless to try to recloak under fire as a means of escape. What you will find is that a scout will run and hide before cloaking again, so a delay won't help you kill them.
Cloaks keep getting nerfed, but as they are they aren't causing any problems. Issues people are having with scouts are derived from other things. Personally I feel the small hitbox and naturally good regen encourages too much hp stacking. It feels just as hard to kill a tanked Cal scout as a tanked Cal assault in a straight fight, which is wrong. |
Varoth Drac
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Posted - 2014.11.13 10:36:00 -
[75] - Quote
Just to clarify, I'm not advocating increased hitbox or reducing speed. I'm talking reducing tanking ability and maybe regen, without negatively affecting other attributes. |
Varoth Drac
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Posted - 2014.11.13 15:08:00 -
[76] - Quote
At what point during the decloak animation do you become visible? At what point do you get a red chevron plus health bars?
That is what I would like to know.
If you are technically still see-through but have a blue flashy animation going off around you I would hardly call that cloaked. |
Varoth Drac
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Posted - 2014.11.13 16:34:00 -
[77] - Quote
Lol Zatara. |
Varoth Drac
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Posted - 2014.11.13 21:17:00 -
[78] - Quote
The thing about cloak nerfs is this:
How many times has someone actually run at you whilst cloaked, from the front, de-cloaked and shotgunned you in the face, and you didn't see them until they de-cloaked?
For me, pretty much never.
Most shotgun attacks are not head on. If they are they are head on either they are not cloaked, or (more often than not) I see them before they decloak but they are fast enough to run into range and shotgun me before I can kill them.
Nerfing cloak fire delay etc. makes no difference in these situations. |
Varoth Drac
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Posted - 2014.11.13 21:52:00 -
[79] - Quote
Ok, I'm being a bit dumb. The benefit of a cloak for CQC is that it hides you from your target's teammates as you close in, not from your target themselves.
So a nerf is a nerf, possibly needed. I think once this last tweak is sorted we should be done with cloak nerfs though. |
Varoth Drac
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Posted - 2014.11.19 17:44:00 -
[80] - Quote
I love how Zatara can say stuff like, it doesn't take much for a scout to get over 500hp, just fit 4 complex shields.
And then say proto assaults mostly only run 600 to 700 hp.
So it's fine and normal for a scout to fill 2/3s of their mod slots with proto hp mods and we should balance around this, but assaults only have 700hp so can't possibly give it up for damps.
Can't remember exactly what he said, but these double standards make me lol. |
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Varoth Drac
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Posted - 2014.11.19 18:08:00 -
[81] - Quote
Ok, I've distilled my desire for any EWAR changes.
As long as I can fit a complex kin cat and a Codebreaker on my Min scout, and not often get scanned by anything other than a focused scanner, I will be happy.
Codebreakers in highs might help.
Otherwise I don't really care anymore. |
Varoth Drac
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Posted - 2014.11.20 08:10:00 -
[82] - Quote
Zatara Rought wrote:Varoth Drac wrote:I love how Zatara can say stuff like, it doesn't take much for a scout to get over 500hp, just fit 4 complex shields.
And then say proto assaults mostly only run 600 to 700 hp.
So it's fine and normal for a scout to fill 2/3s of their mod slots with proto hp mods and we should balance around this, but assaults only have 700hp so can't possibly give it up for damps.
Can't remember exactly what he said, but these double standards make me lol.
Edit: ok, so he said the assault bit first, and it was up to 800hp without EWAR.
Still annoying. Over 500 hp is a lot of hp investment for a scout. lmao. More misquotes. Not surprised. getting to 500 ehp is not hard for proto scouts. The min scout with 3 extenders gets to 430. A cal with 4 slots (what exactly were you going to put in the high slots as opposed to complex shield extenders??...a damage mod for your shotty???) Gal get to 500 easily And amarr is the tankiest. Getting to 700 ehp is a lot of investment for a scout. Getting to 800 ehp on my cal assault? 5 slots of 8. And btw...the min scout has slightly PG for it's 6 high/lows and 2 equips...than my assault suit for it's 8 high/lows and 1 equip slot..isn't minmatar supposed to have the least fitting capacity of the races? (both obv have 2 weap & grenade slot) Just a weird observation I had this morning. It has more CPU than the cal scout. Ok, I was a bit harsh on you there. It's a shame I haven't had time this week to engage in this discussion properly. And I did edit my missquote pretty quick, openly.
I was just concerned you seemed to be basing discussion by comparing reasonable assault suit hp with high scout hp. I know Caldari scouts will often have 4 extenders putting their hp well about 500, but this is still high for a scout. Even if it isn't, I don't think we should be considering a fair and reasonable scout build as using 2/3s of module slots as complex hp mods. This is more hp commitment than what has been established as a fair and reasonable assault commitment to hp. And I would argue that a class designed for avoid direct confrontation should be not be designed to commit as heavily to tanking as a frontline, direct combat class.
These are fine lines I know, hence my admission that I was being harsh, and there is a lot of stuff we agree on.
I just don't want the conclusion of discussions about scouts to be, "oh they have lots of hp so we should be able to scan them and turn them into another type of assault suit". It should be more like "scouts are stealthy so they should have low defence".
One area I do agree with, contrary to some other scouts, is that heavily shield tanked scouts are too hard to kill. The problem is not 700hp armour scouts, but 500hp shield scouts with a small hitbox, high speed and high regen being too hard to kill, which breaks the "low defence" paradigm.
Fixing this should be about making scouts fit other modules than shield extenders, for example, precision enhancers, damage mods, shield regen, moving codebreakers to highs. I don't pretend to have the answers (at least, not seriously), but nerfing stealth on scouts is not the way.
I said earlier in the thread, as long as I can fit a codebreaker and a kinetic catalyser on my Min scout, and not be scanned often by anything other than a focused scanner, I will be happy. |
Varoth Drac
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Posted - 2014.11.20 08:37:00 -
[83] - Quote
Another important point. People seem to be forgetting the other modules. It's all hp or damp. Like if scouts don't fit damps they will fit hp.
I want to be able to use the full variety of module types. A big reason for this whole discussion was becuase EWAR modules were useless on assaults. I want to be able to use biotics, hacking mods, scanning mods, maybe even damage and regen mods. Not just damp or hp.
I don't think we should be forced to fill all our slots with damps. There are other modules, and scanned scouts are prety pointless. |
Varoth Drac
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Posted - 2014.11.20 08:40:00 -
[84] - Quote
Iron Wolf Saber wrote:I would like to note the following
Submarines do not have superior Sensors
Stealth Fighters do not have superior Sensors
Stealth Bombers do not have superior Sensors
Jamming Birds do not have superior stealth
Strike Fighters do not have superior stealth or scanners
C3 birds do not have superior stealth.
It would be interesting if scouts had to rely on scans from logis in the same way heavies rely on logi reps. It might be impractical though due to the level or teamwork required. It's easier to be a logi, see a sentinal and think "ooo delicious war points", than to think "my scout friends need scans or they are gonna get squished".
edit: TPLAK |
Varoth Drac
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Posted - 2014.11.20 09:06:00 -
[85] - Quote
Llast 326 wrote:High Logi precision only worries me because of the shared PassivesGǪ and those Sentinels that they tend to roam around with. Buffing Logi EWAR means buffing Sentinel EWAR at no cost to the Sent. Nice TPLAK Cheers!
I was actually thinking of active scanners, which are less useful to sentinels due to their ranged fan-like nature.
Assuming a scout is operating behind enemy lines, it would be a nice example of complimentary gameplay if the logi, 80m in front of enemy lines, scanned everyone, highlighting enemy location and direction ready for the scout to go stabbing.
Currently scouts seem a little too independent compared to other classes.
Having said this, pub match active scanning still seems a bit too lacking to be made too important to scouts.
Maybe if mediums in competitive games generally damped below scout scans, but not below active scans, we could have this situation without loosing pub match passive scanning.
Maybe I'm just beating a dead horse about this.... |
Varoth Drac
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Posted - 2014.11.20 14:43:00 -
[86] - Quote
Vitantur Nothus wrote:Varoth Drac wrote: It would be interesting if scouts had to rely on scans from logis in the same way heavies rely on logi reps. It might be impractical though due to the level or teamwork required. It's easier to be a logi, see a sentinal and think "ooo delicious war points", than to think "my scout friends need scans or they are gonna get squished".
edit: TPLAK
In my mind, the ideal would be competitive passives for Scouts and competitive active scans for Logis. The last thing Dust needs is less vulnerable heavy/logi blobs. I suspect we'd be better off balance-wise buffing active scanners. The thing is. a major goal of the EWAR shake-up was to improve EWAR for medium frames following the recent active scanner buff to team-wide scanning. So further buffing them doesn't seem like a good idea. Other than I think they should grant war points for team-wide intel assist kills.
In my opinion the precision-profile divide should be reduced to make dampening viable for assault suits. Precise scans should lose precision and assault profile should be reduced.
Gallente logi bonuses should be changed to focus on scanner effectiveness rather than precision.
Scouts should lose precision, encouraging precision enhancers over shield extenders. Scouts would lose one of the 3 EWAR aspects they are better than other suits at, precision, balancing the EWAR landscape somewhat. This would help prevent a problem people have raised where they feel the best counter to a scout is more scouts. I don't think this is strictly true, but the way precision scouts, like Amarr, work does encourage this idea of getting more scouts to combat scouts. we would have to abandon the notion of the anti-scout scout. Amarr and Gallente precision bonuses would become about being able to scan more mediums and having more chance to bypass their damps (or require less precision mods to do so).
In fact, on the subject of scout bonuses, whilst I am a bit reluctant to mess with them considering the effort that went into it last time, I do think the profile bonuses should go. It's too difficult to balance when some scouts are more damped than others. It's too much of a fundamental aspect of a scout.
Logis should gain improved passive precision. This moves passive precsion dominance away from scouts to logis and maintains the need for scouts to equip dampeners. This won't mess up the assault suit profile meta (in theory) as it is only effective at short range, where scout-heavy-logi combat takes place, assuming assaults engage at longer ranges.
Finally, the way focused scanners are now, I don't see why they have to be beatable by scouts. No-one ever uses them. If you want to buff active scanners, why not improve the precision of focused scanners (bearing in mind my suggested removal of the gal logi precision bonus). Even add an advanced variant. The restrictions on their use would provide a more dynamic stealth/scan gameplay element where people would feel they have another method to combat scouts, but scouts could use skill and cunning to avoid the scans (or avoid contact with the enemy until it wears off). |
Varoth Drac
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Posted - 2014.11.20 15:29:00 -
[87] - Quote
Vitantur Nothus wrote:At minimum, I think we should consider a 5dB buff to Assault Profile and Range improvements for both MedFrames. Frankly, I see no harm in further closing the gap with a 5dB buff to all MedFrame attributes (in addition to buffing range).
As for Active Scanner improvements, I'll elaborate: * Proto Vanilla - No Change. * Proto Focused - Buff Cooldown to 30 sec; buff Visibility to 10 sec. * Proto Quantum - Buff Cooldown to 30 sec. * Proto Proximity - Buff scan angle from 45 to 90 degrees; nerf cooldown to 15 sec. * Proto Flux - Nerf scan angle from 90 to 60 degrees. * Set Proximity and Flux to team-share; add lesser WP intel assist. * Set Vanilla, Focused and Quantum to squad-share.
I disagree with the notion that scouts should lose their strength in precision. Firstly, AM and CA Scout roles are based upon recon; we can't strip away these roles and retain racial parity. Secondly, high-intensity scans by high-HP units would introduce new and significant imbalance. To be honest, this would probably work nicely, with scout efficiency bonuses and hp mod drawbacks. Much simpler and less likely to break things than all my ideas. |
Varoth Drac
Vengeance Unbound RISE of LEGION
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Posted - 2014.11.20 21:55:00 -
[88] - Quote
Sometimes there are days, like today, where things in dust just don't go well.
Just did ambush, adv min scout with knives, bottom of my team. 40+ mil skill points, played since closed beta, advanced suit, bottom of score board.
Then I played a match 16 vs 8, I was on the team of 16. Went 5/8, lost 6 proto suits (2 min scouts, 4 Amarr assaults), enemy were in advanced.
Didn't go well.
Sigh.... |
Varoth Drac
Vengeance Unbound RISE of LEGION
402
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Posted - 2014.11.24 22:34:00 -
[89] - Quote
People want to nerf scouts. Shared passive scans won't nerf scouts. So I don't really see why it's needed. Seems like a shame to remove elements of cooperation. |
Varoth Drac
Titans of Phoenix
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Posted - 2014.12.01 13:43:00 -
[90] - Quote
Can this be fixed by buffing Min scouts like Ratatti suggests?
I'm thinking, if we are continuing the theme of hunter and hunted, scout bonuses should be changed to fit these paradigms.
My proposal:
Hunters - Amarr scout, bonus to precision, stamina Caldari, bonus to range andGǪ..maybe cloak duration? Fits the idea of wide flanking for ranged combat Hunted - Gallente, bonus to damps andGǪ..maybe cloak recharge? Still fits the idea of stealth without further dampening bonuses - Minmatar, bonus to damps and hacking. Dampening fits and is very important for hacking and knifing, particularly with these proposed EWAR changes.
Other necessary changes.
Nova knife damage buffed by 25%. Controversial to remove the Min knife bonus, but Min scouts would still be best knifers with damp bonus and highest speed. Would be nice to make knives better for other scouts as well. Codebreakers in highs. Allows Min scouts to focus on hacking without sacrificing speed or damps. Gives all suits more high slot options, particularly useful for all scouts if shields and precision mods are going to have penalties.
What do people think? |
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Varoth Drac
Titans of Phoenix
412
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Posted - 2014.12.01 14:27:00 -
[91] - Quote
Vitantur Nothus wrote:Knives equipped, scan profile reduced
I thought about this too, but I thought giving a weapon a suit bonus would be too much of an exception. This would add too much complexity to the game as no other weapon affects suit stats. |
Varoth Drac
Titans of Phoenix
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Posted - 2014.12.01 14:56:00 -
[92] - Quote
Someone Breakin wind? |
Varoth Drac
Titans of Phoenix
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Posted - 2014.12.01 15:01:00 -
[93] - Quote
Breakin Stuff wrote:How have I not looked at this thread before??? The last three pages alone are like an echo chamber of comedy GOLD. It's like logic has taken a joyride around the toilet bowl in a flush cycle. I love you guys. You make me glad I am me. And not you. But seriously, the last three pages were basically Destiny tips and a flame war between Cass and IWS. Hardly fair to judge the logic of a community based on this.
Plus, if I were you Breakin, I wouldn't be so supremely confident in my ability to make sense. |
Varoth Drac
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Posted - 2014.12.01 15:16:00 -
[94] - Quote
Breakin Stuff wrote:most people have no problem following my insanity from origin to terminus.
And I never promised anyone I'd make any special effort to make sense.
But the laughter began when cass caul started calling rattati an idiot and will continue long after he digs the hole straight through the ban threshold.
This thread is pure gold. Don't you think it's a bit unfair to judge a >1200 post thread on the last three pages. |
Varoth Drac
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Posted - 2014.12.01 18:26:00 -
[95] - Quote
Breakin Stuff wrote:Do you think I care one whit about "fair?" Well I guess not, but I'd rather you did and we could have civil conversations.
Now I'll just feel defensive when talking to you on the forums. |
Varoth Drac
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Posted - 2014.12.01 19:22:00 -
[96] - Quote
Spademan wrote:Varoth Drac wrote:Breakin Stuff wrote:Do you think I care one whit about "fair?" Well I guess not, but I'd rather you did and we could have civil conversations. Now I'll just feel defensive when talking to you on the forums. Meh, he's a Goon, can't do much about those guys. So he is. Never mind then. |
Varoth Drac
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Posted - 2014.12.01 20:57:00 -
[97] - Quote
One Eyed King wrote:I would just like to reiterate before I take the time to read over the EWAR numbers that taking away the knife bonus on the minja will just make the Gal scout a better knifer (because superior low slots).
You would have to give Minmatar super duper hack bonuses, or superior than Gallente Dampening bonuses (the latter of which I certainly don't recommend) in order to even circumstantially give people a reason to run Minmatar over Gallente.
Otherwise, Gal Scouts could just throw on a Code Breaker (or have a fit just with Code Breakers) and they would be a good enough substitute for hacking that it would be insane to throw all that SP in a Minmatar scouts for so little marginal benefit.
Minjas have been overly d*cked over enough as it is. I haven't even gotten to what might be Minja killing EWAR changes, and you are already talking about making them more meaningless. Absolutely boggles my mind. I think I understand the why people are against removing the knife bonus. However, I think with my suggested changes, Minmatar scouts would be equal, or at least near enough to Gallente scouts for knifing.
Think about it, both could dampen well with two damps. Ok, Gallente could have faster sprint with two Kincats, but Min scouts have faster walk/run speed and better stamina and stamina regen. All good for knifing. Minmatar would also have the hacking bonus and the high slots to really capitalize on it assuming high slot codebreakers. |
Varoth Drac
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Posted - 2014.12.02 08:40:00 -
[98] - Quote
Kind of dissapointed with the EWAR discussion. Never found out details of range and precision penalties for modules, which was crucial.
Instead we've ended up with 25% range amps? Is anyone seriously going to fit these anywhere except PC?
And a buff to cloak dampening is kind of nice, but to be honest, with the decloak delay and scan removal, I'm hardly ever going to use a cloak when close to any enemies, making the dampening kind of pointless.
I guess the short range reduction does make it less dangerous for scouts, but it limits the variability of the EWAR landscape, which was the point of the changes, by limiting the instances where the short range scanning will come into play.
To be honest though, this is all very complicated, whatever happens, I think we will have to try it in game and see how it goes.
Not laying blame on Zatara, he does make sense a lot of the time, but he also manages to say a lot of things I consider a bit inflammatory.
Either nova knives are a lot more difficult to use than he thinks, or I am a terrible player. To be honest, it could be either. |
Varoth Drac
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Posted - 2014.12.02 12:55:00 -
[99] - Quote
I like your idea Gav. I'm worried about sentinels with the direction arrow removed.
If they didn't want something so complex, they could just give heavies a different minimap marker which shows direction, as well as telling you it is a heavy you are scanning. |
Varoth Drac
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Posted - 2014.12.02 13:05:00 -
[100] - Quote
Vitantur Nothus wrote:Varoth Drac wrote:I like your idea Gav. I'm worried about sentinels with the direction arrow removed.
If they didn't want something so complex, they could just give heavies a different minimap marker which shows direction, as well as telling you it is a heavy you are scanning. Could use the old "V" (which I believe denoted newer units).
This. |
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Varoth Drac
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Posted - 2014.12.02 13:56:00 -
[101] - Quote
Vitantur Nothus wrote:Varoth Drac wrote: Instead we've ended up with 25% range amps? Is anyone seriously going to fit these anywhere except PC?
The value used in his spreadsheet calculations is showing 15%. Sigh. I'm willing to bet range amps are some of the rarest mods used at the moment. I guess pg mods and mybos are less used, maybe shield rechargers. |
Varoth Drac
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Posted - 2014.12.02 17:36:00 -
[102] - Quote
CCP Rattati wrote:I faltered on the profile punishment of precision and also the cloak buff. Too many things at once. Instead we went with a strong and tiny Short range that assaulters, will just need to cross to get into kill range. Medium range is now the "old ewar" albeit at reduced ranges so passive scans don't rule, Assault can dampen a little, and Logis can scan a little. Sentinels can choose to get under Long range scans or Precision mods to fight scouts in short, or amplify their Short to get Assaults in Medium range. I think it will work out, with a tweak here and there. I quite like it and I agree we will need to try it before passing judgement.
That said, there are a couple of things I doubt I will like.
Firstly i'm not sure about this very short range, very good precision area. It seems too short range to make much impact and too precise to be any longer without being too hard to avoid (read: impossible to avoid even without many precision mods being used).
I also really don't like the nerf to range amps. People hardly use them as it is. I know they will be helped by the general increases to base scan range, but I just don't see anyone using them in 1.10.
I understand why this has been done, to prevent the monster PC scans that we would see with the original "final" proposal, and I'm glad we won't be moving into permascan 514, but yeah, I agree it will probably need tweaking.
Personally I think if you gave range amps a 10-20% penalty to precision you could keep them at a 45% bonus, for example. |
Varoth Drac
Titans of Phoenix
428
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Posted - 2014.12.02 17:44:00 -
[103] - Quote
Forgot, worried about removal of direction arrows as well, mainly in relation to heavies. I get that it was deemed too powerful, but heavies are also pretty powerful and EWAR is an important weakness.
How about giving heavies their own special minimap icon that does show direction, and leave mediums and scouts without a direction.
Or Gav's slightly more complex idea of tying direction arrows to the difference between profile and precision. If you scan something well enough you get an arrow. |
Varoth Drac
Titans of Phoenix
428
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Posted - 2014.12.02 18:24:00 -
[104] - Quote
Vitantur Nothus wrote:I suspect the why may have more to do with Rattati being told "we can't turn off passive scans" ... so he's found a way to minimize their effect instead.
I think it's more that, with the short ranged scans at the precision they are, they would be totally OP coupled with 45% range amps.
Thinking about it more, even my suggested penalties probably wouldn't help. |
Varoth Drac
Titans of Phoenix
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Posted - 2014.12.02 20:30:00 -
[105] - Quote
Interestingly, is this the end of assault-lite?
Check out these fits:
Caldari tanked scout, 1 damp
Minmatar Ewar assault
Pretty similar I believe. With 1.10 they will have identical EWAR. They have similar regen, speed, weaponry and stamina.
Assault has slightly more hp.
The scout has more flexibility to fit equipment with the extra slot, but the assault has more module flexibility.
The assault will struggle if you try to fit too much extra EWAR, whereas the scout will start to benefit more, especially with a cloak. The assault on the other hand has much more room for damage and tank if it sacrifices EWAR and regen. Biotics depends on which races you use. |
Varoth Drac
Titans of Phoenix
435
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Posted - 2014.12.03 08:28:00 -
[106] - Quote
I think you are over reacting Jace. The precise scans are very short range. You could knife someone before they notice you pop up on radar, not to mention the tacnet delay (not proven to myself it exists, but it seems to).
That said, I'm a bit worried about the forum's opinion on knifing. People seem to think it's just a case of running up behind someone and stabbing. Ok for stationary targets, but most targets are moving. Moving targets take a lot of chasing, stalking and stabbing thin air before getting a kill. It's not as easy as people seem to think.
There will be times enemies will be alerted by the short range scan and escape a knife attack.
I'm not whining about it. It just worries me when forum opinion varies significantly from reality.
Also it seems a shame to incorporate a nerf (even if it's a minor one) that targets nova knifers without really hurting the more problematic shotgun and rifle scouts.
Will the short scans warn people about REs? Or will there not be enough time before detonation? |
Varoth Drac
Titans of Phoenix
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Posted - 2014.12.03 11:32:00 -
[107] - Quote
jace silencerww wrote:I am not over doing it but look. 3 guys running to a staircase normally I could nk them all from behind using my adv fit with 2 damps and they would not see me on radar all but now with this you will be spotted after the first guy. fyi raptor jumps wont be working remember they will see you within 7-9 meters so guess what the box is 6 meters his squadmates blasts you before you can even jump.
a big problem is I love nk gal scouts in the back using 3 damps by hiding on the other side of boxes waiting for him to move close or by the box but with this new system he will see me on the another side before in walks into strike range or hiding from a squad of proto stompers that would have missed me now see me yay thanks for killing me proto stompers Ok, you have a point about hiding round corners and sneaking up on groups. It depends how long it takes to register on radar. I still don't think it's going to be a huge problem, but did nova knifers really need nerfing? I don't see this short scan having much effect on shotgunners, or REs, or rifle scouts.
To Lynn Beck, Your two damps won't help you. An assault or logi with 1 precision enhancer will still scan you at short range even with 3 damps.
The short scan doesn't encourage the use of EWAR mods as damps won't work against it and enhancers aren't needed (much).
I think it's time to recognise that Min scouts can't survive with worse dampening than other scouts. From this starting point, EWAR balance can be discussed much more easily. Then we can think about the fact that one enhancer is all a medium suit needs to pick up any (including Gallente and Caldari) scout with two damps at short range.
The range is too short to affect anyone except knifers , and too powerful to be allowed to be extended to a useful amount. |
Varoth Drac
Titans of Phoenix
440
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Posted - 2014.12.03 18:31:00 -
[108] - Quote
Ghost Kaisar wrote:Once again, this is all theory, but I actually can't wait to see how this plays out. I will also finally be skilling into precision and range V, as I never had a reason to run them on my Min Scout before. Now all my suits can benefit from it. Range amps are being nerfed to 15%, rendering them useless in my opinion. Though the skill itself is very useful.
I often run a precision mod on my min scout (no pg cost ) so i'm glad it will become more important.
I'm a bit confused though, are precision mods getting a penalty? I heard they may do but haven't found any confirmation or numbers. |
Varoth Drac
Titans of Phoenix
442
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Posted - 2014.12.03 19:03:00 -
[109] - Quote
Vitantur Nothus wrote:Negative on nerfs to Precision Mods. Rattati mentioned that he backed down on additional drawbacks to EWAR modules as well as additional active damp bonus to cloak. Thanks for clearing that up. |
Varoth Drac
Titans of Phoenix
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Posted - 2014.12.03 19:12:00 -
[110] - Quote
Cat Merc wrote:I was claiming that Rattati appears to take everything the Barbershop says as golden (as long as it's not presented in such a terrible manner such as Appia saying "I'M DONE"), you guys need like, 1/10th of the effort to convince him to do something, that was who I was talking to was saying. Rattati didn't just do what Barbershop people said.
His original idea was a 10% precision reduction in short range, we've ended up with a 50% reduction.
He's just looked at what people have said, including you, and tempered it a bit based on what other people have said. I don't recall anyone proposing the exact numbers he's used. |
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Varoth Drac
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Posted - 2014.12.03 23:10:00 -
[111] - Quote
Jebus McKing wrote:Hm, I just realised precision mods will be better at improving range than range amps. The range amp nerf is going to have to be changed, it's silly.
Hmmmmm, what would I rather have in my low slot? 2-5m extra scan range or 140 armour? |
Varoth Drac
Titans of Phoenix
450
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Posted - 2014.12.04 07:48:00 -
[112] - Quote
jace silencerww wrote:lol well I have been going though the number and I really hate this EWAR update of CCP Rattati. I bet we scouts will see gall & amarr assault with 2-3 complex precision for highs (maybe 1 damage mod) and 1 complex range amp 1 complex armor rep with 3 complex armor plates. the assault will see a Minnie scout with 3 damps at 7 meters (well he will see most scouts lol). so no more hiding on the box or behind it while cloaked so we could nova knife him. lol shotgunners are ok since most shots are at 10 meters. An assault will only need 1 precision to see a min scout with 3 damps at short range.
I understand why range amps have to be nerfed, I just don't like it. I think I should make a spreadsheet. I'm a bit late though lol. Though it will still be good to see the current proposal in action. I think I will get more support for my ideas after people see what it's like in 1.10. |
Varoth Drac
Titans of Phoenix
450
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Posted - 2014.12.04 08:40:00 -
[113] - Quote
jace silencerww wrote:with 3 damps on the Minnie scout db is 15.85 with just 1 complex precision his short scan is 16.20 so he will need 2 complex precision. 13.38db scan Profile and precision are rounded to the nearest whole number. So both the profile and precision will be 16db. Ties go to the scanner, so an assault or logi with one precision enhancer will scan a Minmatar or Amarr scout with three profile dampeners in short range (uncloaked). |
Varoth Drac
Titans of Phoenix
450
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Posted - 2014.12.04 10:15:00 -
[114] - Quote
According to testing done by various fans of close shaves, the values round. I haven't tested it myself but this is the premise that scan tables etc. are based upon. CCP may have confirmed it, I'm not sure. |
Varoth Drac
Titans of Phoenix
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Posted - 2014.12.04 18:43:00 -
[115] - Quote
Kaeru Nayiri wrote:jace silencerww wrote:Jebus McKing wrote:The whole problem with range amp being too effective is caused by the OP short range scans.
Why exactly do short range scans have to be that good anyway? Someone care to explain? great question ask CCP Rattati I think it's a good thing. I believe it's fair for my opponent to get a blip of red for 0.3 seconds before knifing them, I also firmly believe that no matter the suit, if they are breathing on you they should be able to detect you. And in all cases, these occurances are only true if they sacrifice King HP for precision enhancers. It doesn't require precision enhancers. Dampened scouts can be scanned by a medium suit without any precision mods in short range.
So it doesn't encourage the use of precision mods as they are not needed, it doesn't encourage the use of damps as they don't help and it doesn't let mediums scan any scouts other than nova knifers as the range is too short. Range extenders have been discouraged due to their massive nerf.
It's not all bad, the medium and long range scans will introduce a good dynamic. Also I particularly like the range buffs for mediums and the profile reductions. They will certainly be able to participate in EWAR with these changes, though not by using range extenders.
The short range on the other hand I don't see helping. |
Varoth Drac
Titans of Phoenix
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Posted - 2014.12.07 21:53:00 -
[116] - Quote
sir RAVEN WING wrote:Denak Kalamari wrote:Wow, this thread is still alive.
Guess hope on DUST and Legion hasn't died out completely yet. Not yet, probably next Fanfest. Lol.
(Hope not true....) |
Varoth Drac
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Posted - 2014.12.07 22:15:00 -
[117] - Quote
I reckon it will be mainly about Eve. I wouldn't expect to hear much about valkyrie at least until the oculus release date is known. |
Varoth Drac
Titans of Phoenix
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Posted - 2014.12.08 21:58:00 -
[118] - Quote
So, part way through the podcast at the moment. Ratatti just said (if I understand correctly) short range scans should beat 2 damp scouts with 3 precision mods. However, studying the scan table it appears an assault or logi will only need 1 precision mod to scan a Gallente scout with 2 damps at short range.
A 3 precision mod requirement would be more reasonable, especially if the range was increased. However I am not necessarily against the current proposal based of what Rattati says later on about everyone having a kind of absolute immediate area scan. Adding an element of extra risk to being a scout might return some of our former respect. |
Varoth Drac
Titans of Phoenix
464
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Posted - 2014.12.09 22:12:00 -
[119] - Quote
Cat Merc wrote:Just so you guys know, you are safe to knife me in the back.
After playing multiple matches, I decided that EWAR is still 100% pointless for Assaults. Being direct combat units, those module slots are too precious with too little gain. This is interesting. Consider that with one precision and one damp an assault will have better scanning and dampening than a Minmatar scout, and the same number of remaining slots at proto.
Now I know other scouts have better EWAR, plus there is the cloak to consider, and scout scanning just got nerfed, but I hope these changes will show some players that EWAR is not the I-win button some people think it is. |
Varoth Drac
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Posted - 2014.12.10 10:47:00 -
[120] - Quote
Vitantur Nothus wrote:One Eyed King wrote:And still at work, so still bored and in need of finding discussion. Pleased to oblige :-) Spitballing ... First, we head off a resurrection of the post-1.8 invisible monster (800HP GalScout) with Echo HP drawbacks. Then, we restore cloak active dampening bonus to ease pressure on the Min Scout. Next, we balance modules by making King HP somewhat less attractive and other modules more attractive. Biotics get a fitting reduction. If we're lucky, codebreakers get moved to Highs. The effectiveness gap between MinScout and GalScout narrows. Lastly, we accept that Dust is better off with passive scans giving way to active scans. We make cloak into a tool best used for travel (increased sprint speed, less shimmer) rather than retooling it for half-hearted reconnaissance ... or removing delay and inviting a return to cloak-delivered frontal attacks. Now what to do with the roles of AM Scout and CA Scout? I have a set of interconnecting balance ideas to address these issues.
TL/DR Ratatti's armour nerfs (subject to community feedback). Shield profile penalty +2/3/5%. Move range amps and codebreakers to high slots. Buff range amps back to 45%. New scout bonuses: Gal: 3% damp per level, 5% cloak duration per level. Cal: 3% damp per level, 10% scan range per level. Min: 3% damp per level, either 5% knife damage or 5% hack speed per level. Am: 3% damp per level, 5% precision per level. Increase Min scout base hack speed to that of logi, or increase all knife damage by 25% to compensate loss of bonus. Change the cloak fitting bonus to 75% at level 1, 0% at higher levels.
Ratatti seems to have armour nerfs covered.
Other problems: Shields need nerfing as well, without movement penalties (because it doesn't make sense). Shield tanking is prevalent with scouts and needs nerfing, I actually agree with Zatara, heavily shield tanked scouts are too strong.
Do not agree that cloak damp bonuses are the way forward. Due to the recent cloak changes they are now only really useful for traversing open areas, defending objectives by remaining stationary and visual recon. You can not run around a built up area with your cloak active, this is the situation where dampening is most important so cloak damps wont help.
Minmatar and Amarr scouts are still inferior.
Range mods have been over nerved.
Only Vets can use cloaks.
My suggestions:
Add 2/3/5% profile penalty to shield mods. Follows EVE, makes sense.
Give all scouts 3% per level dampening. Dampening is fundamental to all scouts so some can't be better at it than others. Armour scouts still have a slight profile advantage due to shield penalty.
To prevent Min and Am scouts having too many bonuses remove Am stamina bonus and either remove knife bonus and add to knife damage, or remove hacking bonus and give min scouts the same hack bonus as min logis. I prefer the knife change.
Range amps need to go back to 45%. To prevent passive scans becoming too powerful move range amps to high slots.
Move codebreakers to high slots. This is essential to Min scouts. It also helps give scouts (and all suits) more high slot options other than shields, particularly important if you don't want to compromise your profile at all.
Passive scanning on scouts may be nerfed but I still consider it useful enough for Am and Cal scanning bonuses to be worthwhile. We have a problem where the Am bonus is just a stronger version of the Gal bonus. We could fix this by coming up with different second bonus to the Gal scout. I suggest a cloak duration bonus.
Finally, cloaks should be viable for low sp scouts. Change cloak fitting bonus to 75% reduction at level 1. No bonus for higher levels. Or just scrap the bonus and reduce cloak fitting by 75%. |
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Varoth Drac
Titans of Phoenix
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Posted - 2014.12.10 10:57:00 -
[121] - Quote
Actually, change my bonus suggestions to module efficiency bonuses. Forgot about that. |
Varoth Drac
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Posted - 2014.12.10 13:19:00 -
[122] - Quote
Vitantur Nothus wrote:Varoth Drac wrote: My suggestions:
Add 2/3/5% profile penalty to shield mods. Follows EVE, makes sense.
Agreed on most points. Disagreed here. If shields are in fact too good, then they are too good for everyone and should be nerfed in a way which affects everyone. Signature Penalty is not a universal decentive; it would be completely meaningless to undampened units. Also, have you considered efficacy bonuses? I messed up. My second post mentions efficiency. Plus I added at edit with shield regen penalties as an alternative to profile.
In theory though, with the new EWAR stats, a profile penalty is a penalty to all suits except heavies. Though maybe it would be unfair on people who want to use stealth. |
Varoth Drac
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Posted - 2014.12.10 14:32:00 -
[123] - Quote
We are looking to hit King hp.
I do not subscribe to the idea that armour tanking is dominating. Perhaps armour is a little better, I don't know, but it doesn't matter. All hp mods, including extenders, are too prevalent in the game and cause problems.
Rattati is looking at armour. Shield extenders also need nerfing. Shields are particularly good on scouts and this is partly the reason you get hp stacking on scouts. Caldari scouts stack lots of shields, but Gallente scouts use shields too well too. You get hybrid tanking which people generally want to minimise.
Part of the reason is the lack of useful high slot modules. However I think if armour is getting nerfed, shields should be too.
I honestly don't think armour tanking is much better or more common than shield tanking anyway. |
Varoth Drac
Titans of Phoenix
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Posted - 2014.12.10 15:51:00 -
[124] - Quote
Vitantur Nothus wrote:Spectral Clone wrote:Vitantur Nothus wrote:There are no "armor nukes" ... anti-armor weaponry depletes reserves over time, and for each plate added that time is meaningfully extended. Regular CR. A good example of high DPS; just like the HMG. But these aren't on par with the anti-shield alpha of a Flux Grenade, charged ScR or Shotgun. 1 Flux grenade negates 16 complex shield extenders. Instantaneously. There is no drain or damage over time. 1 Shotgun blast instantly negates 7 complex shield extenders, and the charged ScR isn't far behind the Shotgun. Point being, actualized utility per module is higher with Armor than Shields. Armor Plates always add to TTK; Shield Extenders do not. I feel you are over analysing this. Shield extenders help against everything except flux grenades. You are unlikely to die as a result of a flux grenade.
Armour has it's own downsides. I do not agree that armour hp mods are significantly more effective than shields. |
Varoth Drac
Titans of Phoenix
468
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Posted - 2014.12.10 15:58:00 -
[125] - Quote
RogueTrooper 2000AD wrote:I think Rattati probably looks at what you guys say and does the opposite, because half of you shouldn't be taken seriously for balance query. Case in point, the recent BALANCE updates for scouts.
X is x for scouts so nerf it.
X is x for scouts so buff it.
You guys are hilariously one sided for the most part with what you think is balance and it would be nice if the vet scouts put you in your place instead allowing the bile to spew forth.
Newbro anything is harsh, deal with it.
If you want all the tools to do what is normally considered cheating in other games then it should be sp intensive. I have the Amarr scout at proto before you speweth more bile.
Hold on, you are a vet scout.......kind of. So you are saying that it's ok for players to have to get up to scout level 4 or 5 before they can use a cloak. A piece of equipment designed to be integral to scout gameplay. All they while having to deal with cloaked scouts as they grind their way up?
I respectfully disagree. I think helping new players is important. The skill system isn't meant to lock out features from the start it's meant to improve it over time, as it does for pretty much everything else in dust.
You can get a militia HMG. Why shouldn't you be able to use a cloak at level 1 scout? |
Varoth Drac
Titans of Phoenix
472
|
Posted - 2014.12.10 18:30:00 -
[126] - Quote
CCP Rattati wrote:explain to me why low level scouts can't use the cloak, is it because it doesnt damp, or they don't have the fitting for it. If latter, why not increase the cloak fitting bonus or reduce pg/cpu on std cloak? It's a fitting problem. At a 75% fitting reduction from the scout skill at level 5, cloaks are resource intensive to fit. Clearly at only a 15% fitting reduction that a level 1 scout would have, fitting a cloak would be extremely difficult.
Basically you can't fit them until you have level 4 or 5 scout.
Whilst I applaud Vitantur's ideas for being gradual changes to the current system, I propose more drastic changes.
I recommend changing the cloak fitting reduciton skill to 75% at level 1, and then 0 for the additional levels.
I have thought about opening cloaks up to other classes but I don't think it would be a good idea. I think it would likely produce all sorts of problems and make balancing much more difficult.
The cloak isn't a completely amazing piece of equipment, but if you learn to use it, it can be quite effective in some sitiations. It would be best to keep it as primarily scout only and one of our defining features. Even though you can run a perfectly effective scout without one, which is what many do. |
Varoth Drac
Titans of Phoenix
489
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Posted - 2014.12.11 16:32:00 -
[127] - Quote
I wouldn't mind the delay so much if it wasn't for the irritating thing where it cancels your weapon switch. Died so many times to that |
Varoth Drac
Titans of Phoenix
512
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Posted - 2014.12.13 10:26:00 -
[128] - Quote
It was to kill tanks. Personally I love the idea of packed RE's, and you do need a short activation time for AV because the activation time is also the reload time, so it drastically reduces your ability to place multiple REs on target.
I would complain that 3s is still longer than the original reload time for higher tiers of RE, but hopefully the increased damage will make up for this.
Tanks just don't seem common enough for me to use AV RE's at the moment though. It was nice to have the flexibility of the old ones to hit tanks or infantry and I used to use them like this a lot, but I hardly ever RE a tank anymore.
If small blasters were made good, and people commonly used tanks for anti infantry, perhaps I would consider fitting some packed REs.
They would be good for a dedicated RE scout with a swarm launcher. Forge guns are more my cup of tea when it comes to AV though.
I think you should be careful about nerfing normal RE activation time. You don't want to get in the way of people using them properly. 5 seconds is a long time. Will you be able to lay a trap round a corner and have time to detonate it? Maybe the throw distance should be looked at instead. I agree they shouldn't be used like grenades. |
Varoth Drac
Titans of Phoenix
516
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Posted - 2014.12.15 11:55:00 -
[129] - Quote
Hp mod penalties are a kind of stacking penalty. For example armour plates get 5, 10, 15% movement penalty for stacking.
In my opinion we just need harsher penalties for both shields and armour.
To be honest, I'm not seeing much crying about scouts recently, and I kind of feel medium suits are fine with hp mods as they are. Gal and Cal assaults could do with better weapon bonuses, but otherwise I think they are fine. I don't know what to do about sentinels, they don't bug me that much.
Things I want to see are:
Intronduction of inertia, would fix impossible to hit Cal scouts and Min assaults, would massively help with knifing heavies. Would also help fix snipers.
High slot codebreakers and range amps. We need more high slot options, and HS codebreakers would be great for my min scout. Would also be great to make range amps share slots with precision in preparation for my next point.
Fix range amps. We can't have super precision short scans at long range, so other things need tweaking to stop this breaking everything.
Kincats and codebreakers need their fitting requirements reduced to encourage their use over hp. Most other non-hp mods have reduced fitting, so should they.
We could then look at making scout damp and scan bonuses mod based, once range amps are fixed. |
Varoth Drac
Titans of Phoenix
533
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Posted - 2014.12.18 22:01:00 -
[130] - Quote
Regarding scout bonuses, assuming all have a knife bonus, or knives get a straight buff instead:
All scouts get damp bonus plus
Min- hacking Am- precision Cal- scan range Gal- cloak duration
Dampening is crucial to all scouts. Passive scanning is still useful and scouts are still the best at it with the bonuses. I think cloak duration would be good. Cloaks are a defining scout feature.
What do you all think? |
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Varoth Drac
Titans of Phoenix
533
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Posted - 2014.12.18 22:30:00 -
[131] - Quote
Vitantur Nothus wrote:If all knives were wielded equally, I suspect there'd be little reason to run MinScout. As for precision and range, I believe that passive recon is on its way out and that the AM/CA roles should be replaced. People don't just use Min scouts for the knives, though they naturally make good knife suits, apart from the lack of damp bonus. The hack bonus and speed/stamina are great.
If we move away from scanning, I can see biotics for Amarr working. I still like cloak duration as a bonus, you don't have to use one if you don't want to. Not sure about the last bonus.
The key thing is though, I think we should all have the damp bonus. |
Varoth Drac
Titans of Phoenix
533
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Posted - 2014.12.18 22:38:00 -
[132] - Quote
Kaeru Nayiri wrote:Varoth Drac wrote: People don't just use Min scouts for the knives, though they naturally make good knife suits, apart from the lack of damp bonus. The hack bonus and speed/stamina are great. [...]
O_O Not saying there aren't problems, i.e. poor dampening and no pg. |
Varoth Drac
Titans of Phoenix
533
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Posted - 2014.12.19 08:02:00 -
[133] - Quote
Back in open beta a guy, I think his name was Stellios, would always shotgun me in his scout suit. Inspired me. |
Varoth Drac
Titans of Phoenix
533
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Posted - 2014.12.19 08:33:00 -
[134] - Quote
Good to read people's opinions on scout bonuses. I think I'm being a bit hasty with my suggestions.
I don't want to QQ, I think scout races are as balanced as they have been for a long time. Min scouts are good, and I (nearly) always use knives on mine.
If range extenders were buffed again, and very low profiles regained their importance, I maintain that EWAR is too difficult to balance if some scouts are lower profile than others.
As things stand it's ok. Codebreakers would be handy in high slots, but otherwise scouts are good.
I agree that recon scouts aren't amazing, but I don't think scan bonuses are terrible, I don't think it's a major issue.
Cloaks are maybe a little poor. Extra cloak dampening is one way to go, but maybe a small reduction in decloak delay would be better, now the animation is fixed, and definately the sprint cancel of weapon changes needs fixing if it hasn't been already.
As I say, things seem pretty good, probably best not to rock the boat with changing knife bonuses etc. I just worry a bit if scanning ever got buffed again. |
Varoth Drac
Titans of Phoenix
538
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Posted - 2014.12.19 18:26:00 -
[135] - Quote
Kaeru Nayiri wrote:Bayeth Mal wrote:Shotty isn't here anymore, I thought that was well known.
Check either Downstairs or the off site facility for details.
And Duncan, I think you missed my point, somebody was shocked that people would think the Min scout is good, I was saying it is good despite what people here claim. Actually, I was shocked (O_O) that someone would say the phrase: "Nobody uses minscout just for the knives" The min scout is the best scout in my opinion because the satisfaction level is above and beyond anything else in this game. Adrenaline is OP. Edit: I also believe the min scout has plenty of fitting space, I never have trouble fitting anything I want. Might have to do with the fact I feel 1 enhanced shield extender is enough. I said people don't just use Min scouts for knives. I meant not everyone uses it just because of the knives, not that nobody uses it because of knives. |
Varoth Drac
Titans of Phoenix
540
|
Posted - 2014.12.19 18:30:00 -
[136] - Quote
Vitantur Nothus wrote:Varoth Drac wrote:Back in open beta a guy, I think his name was Stellios, would always shotgun me in his scout suit. Inspired me. Stellios and Reflex were both badass Scouts, but I thought they both ran AR (?). Stellios used shotgun in beta. He switched to AR at the start of uprising I believe. |
Varoth Drac
Titans of Phoenix
543
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Posted - 2014.12.20 22:35:00 -
[137] - Quote
Apparently some Amarr ships in EVE are extremely fast. A biotic mod bonus for Amarr wouldn't change the fact that Min scouts have the best strafe and non-sprint speed, not to mention excellent stamina and superior stamina regen, who uses stamina mods?
I've always liked the idea. |
Varoth Drac
Titans of Phoenix
543
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Posted - 2014.12.21 08:25:00 -
[138] - Quote
So Amarr scouts would only be faster than Min scouts per kincat by the time they fit two, if they got +10% per level. Seems ok to me. |
Varoth Drac
Titans of Phoenix
543
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Posted - 2014.12.21 12:57:00 -
[139] - Quote
As much as I like the idea of a biotics bonus, really the thing that needs changing is scan range amps.
How about changing them to +45% to long range scans? So you get a decent scan buff from them but it only affects the outer scan ring, thus preventing precise scans at OP ranges. |
Varoth Drac
State of Purgatory General Tso's Alliance
587
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Posted - 2015.02.22 10:40:00 -
[140] - Quote
I mostly agree with Ghost. It's great that assaults are effective at shotgun slaying now, putting scouts back as stealth and strategic, high mobility units.
As far as dampening goes, I think a triple damped min assault would be quite similar in ability to a Galente scout. Also, does a Galente scout really need 2 damps? Doesn't 1 hide you from scans? What really distinguishes the two is the cloak.
Now, as for cloaks. I do think that, considering the nerfs to dampening, scanning, duration and crucially delay, they could do with a buff. Especially as the defining feature of a scout suit (with the option of swapping for a different 2nd piece of equipmient). I think the cloak changes were necessary to stop them being tools to gank people, but they are just not effective enough for crossing open terrain, which is now a crucial use for them. It's not a major issue, but I do feel that reducing the cloak shimmer would bring us even closer to balance. I would be a very happy scout, and I think we would be balanced.
I'm not commenting on Amarr scouts by the way. |
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Varoth Drac
State of Purgatory General Tso's Alliance
596
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Posted - 2015.02.26 17:23:00 -
[141] - Quote
Ares 514 wrote: For Range Extenders they need to just have them affect the two outer rings. What they should have done is made ALL inner rings say 5meters and had the two outer rings vary by suits/skills/range extenders. This way they wouldn't have had to kill the range extender.
I agree. I've previously said range extenders should just effect the outer ring, but I guess the middle ring would be ok too.
Either way, so long as you can't get long range high-precision central ring scans, range extenders can comfortably be buffed back to their original +45%. With the recent improvement to assault and logi passive scans, range extenders would be a very viable module to equip, without producing an environment where no-one can effectively hide from scans if they choose to. |
Varoth Drac
State of Purgatory General Tso's Alliance
597
|
Posted - 2015.02.26 19:15:00 -
[142] - Quote
High slot codebreakers is a difficult one. On the one hand the thought of being able to fit more damps, kin cats and code breakers would be awesome.
On the other hand losing shields might be bad.
I doubt many min scouts would brick fit. I don't see much wrong with going for the whole Minmatar dual tank that the assaults do so well with, and fitting a reactive plate, if someone wanted to.
Personally I would be in favour of the change, but I can see the other side of the discussion. |
Varoth Drac
Dead Man's Game RUST415
601
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Posted - 2015.02.27 10:14:00 -
[143] - Quote
Comments on the last few pages (1500 yay!).
There is no consensus on high slot codebreakers. Caldari scouts can compliment their bonus with precision in highs. Whether hscbs would make Min scouts OP is a complex issue.
I'm very glad the wider community seem to have finally come to terms with scouts being off radar. Cloak delay and passive scan nerfing seem to have done it. The question now is, with active scans being targeted at medium and heavy suits, is the prevailing 21db Gal logi scan too precise for mediums to viably dampen from? I don't hear of many fitting 3 complex damps. Would a different bonus be better, like angle for example? The idea of changing damps to reducing active scan time instead of completely hiding is interesting. Maybe make profile do this in general rather than just damps.
Regarding the cloak, there isn't really any need, imo, to improve the dampening effect. Cloaks aren't used like they used to. It's not practical to use as an active dampener anymore as the nerfs mean we spend much more time uncloaked. What I would really like to see, as others have said, is a reduction to shimmer. I seem to be spotted all the time whilst cloaked, at fair distances as well. I think if we sacrifice scans and the ability to react by cloaking we should be rewarded with better invisibility, so we can use the cloak well for it's designed purpose. Also the decloak sprint cancel is very annoying. |
Varoth Drac
Dead Man's Game RUST415
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Posted - 2015.02.27 18:59:00 -
[144] - Quote
Adipem Nothi wrote:@ Varoth / Void / Spade
If shimmer reduction is an option, then yes, absolutely; this would be the optimal fix for cloak. If shimmer reduction is not an option, we should consider easily implemented alternatives. I see what you mean. I just don't think it would be worth the aggravation of trying to convince people it's a good idea, as it's not really likely to help much. Possibly if activating the cloak as a reaction to being scanned removed the scan it could work. |
Varoth Drac
Dead Man's Game RUST415
606
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Posted - 2015.02.27 19:12:00 -
[145] - Quote
Adipem Nothi wrote:Varoth Drac wrote: Possibly if activating the cloak as a reaction to being scanned removed the scan it could work. I suspect that would altogether negate the need damps. I don't believe that would be balanced. I mean if your passive damp plus the cloak damp brings you below the precision of the scan. Rather than having to have it active beforehand.
Love the active scanning proposal (I saw it when you suggsted it originally). I don't see why the logi's don't jump on it. As things are they don't scan scouts, and most assaults won't even bother with two damps, so the only major change from the Gal logi's perspective would be shorter cooldowns. |
Varoth Drac
Dead Man's Game RUST415
606
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Posted - 2015.02.27 19:18:00 -
[146] - Quote
Jebus McKing wrote:The problem with the scanner is, it is way more powerful than the WPs for scanning suggest. Completely agree. I think scanners should give team-wide intel assist wps to more fairly reward their contribution to the team. Currently, scanning makes very little wp. |
Varoth Drac
Dead Man's Game RUST415
615
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Posted - 2015.02.28 09:52:00 -
[147] - Quote
I think the term "scout" refers to our mobility. The ability to scout ahead of the main force. Other attributes like stealth, awareness, equipment, hacking, assasination, come from the fact we move ahead of our teammates. They allow us to be useful behind enemy lines / away from our teammates.
It annoys me when I see people on the forums taking the name "scout" to be just relaying enemy positions and that's it.
I know I don't need to explain this to you guys. It's just annoying when I see it said elsewhere. |
Varoth Drac
Dead Man's Game RUST415
620
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Posted - 2015.03.01 10:30:00 -
[148] - Quote
Some players need to understand that playing pubs in a good squad, all wearing proto is fine. Often the other side will do the same and you have a good fight. It's sensible to spawn in proto from the start. You might then discover the other team are terrible, but it will be too late by then, switching to militia won't change anything. And why should you? Trying to win (without cheating) is the main point of the game.
Some other players need to understand that when you find yourself on a team that is completely outmatched, and you are getting stomped, there is nothing wrong with pulling out a bpo suit, or sniping, or whatever. There is literally nothing you can do sometimes.
ISK is very important to a lot of people, as they just can't afford to use their preferred suits if they throw it away. Pulling out proto, or even advanced gear against a stomp is often a complete waste. You will die in seconds and are very unlikely to kill anyone, or hack anything, or succeed in any way. I think some of the top players forget this. When they complain about people not trying it just comes across as very arrogant and out of touch.
The problem isn't people's attitude in game, it's ccp neglecting (or not being able) to properly seperate vets (or just high skill players) and new players / bad players. |
Varoth Drac
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Posted - 2015.03.01 14:30:00 -
[149] - Quote
Sinboto Simmons wrote:Sinboto vs Ecstasy cravings 1v1: adv vs pro.
Sinboto wins.
Then saved from being double teamed by the timer. XD Nice job! That guy is scary.
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Varoth Drac
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Posted - 2015.03.01 18:06:00 -
[150] - Quote
Adipem Nothi wrote: Integer tweaks alone aren't going to fix the Role Bleed in the Recon Department. But I see your point; too many moving parts. Will try again ...
Idea: EWAR Untangled, V2.0 (now with Integer Tweaks!)
* CA Scout - Change bonus to Scan Precision + Range * AM Scout - Change bonus to Biotics Efficacy * GA Logi - Change bonus to Scan Duration + Cooldown * Pro Active Scanners - Buff 20dB to 18 dB, 28dB to 25 dB * Adv Active Scanners - Buff 36 dB to 33 dB * Bsc Active Scanners - Buff 46 dB to 40 dB * Cloak - Reduce cloak-blind from 85% to 45% * Logis - Buff non-EWAR attribute(s) (i.e. speed, tank, pricing, EQ performance, etc)
EWAR Untangled, V2.1 (to follow) If GalLogi remains only competitive recon unit, reduce cloak-blind from 45% to 25% If CalScout becomes the only competitive recon unit, increase cloak-blind from 45% to 65% If GalLogi and CalScout appear to be "sharing" the role of competitive recon, then make no change
Passive scanning is nobody's role. It is just a tool that suit's use to help with their role. Passive scans are still useful on scouts. I still use a precision mod on many of my Min scout fits. The Amarr and Caldari bonuses are therefore not useless. It doesn't matter what the logi's passive scan stats are, they are logi's.
Personally I don't want to return to the time when Caldari scouts were expected to sit there doing nothing except counter other scouts by doing nothing.
I think buffing range extenders would help both Am and Cal scouts. If they are still poor then maybe your scout changes would be good (always liked biotic Amarr scouts), but we should establish that first. It probably wouldn't be necessary. Not to mention the problems you cause by completely changing people's bonuses.
I don't think cloak blind needs changing. It was very effective at removing our FOT8Ms status. You wouldn't get much wider support for it.
As you know, I like active the scanner proposal. But not because of scouts (much), but because it would allow damps on mediums to be more effective. |
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Varoth Drac
Dead Man's Game RUST415
623
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Posted - 2015.03.01 18:21:00 -
[151] - Quote
Adipem Nothi wrote:Sinboto Simmons wrote:Grinding for proto precision, should that fail to give results, grinding for the original logibro . One cPE on your MinScout will drop your 15m mid-range scans from 36dB to 29dB; you'll still be blind as a heavy beyond 15 meters. If you're looking for reliable scans, you're better off running a Creodron Proximity Scanner. 28 dB at twice the range. Fires every 10 seconds. Shares results team-wide. From my reading of your awesome scan table, 1 cpe on a Min scout will put your 30m scan from 47db to 37db, doubling the range at which you can pick up assaults.
Pretty useful imo. Particularly considering the 0 pg cost. |
Varoth Drac
Dead Man's Game RUST415
625
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Posted - 2015.03.01 19:26:00 -
[152] - Quote
Ghost Kaisar wrote:And yes, Kaeru is correct in his definition. Here is a tvtropes article on "Scrub". Still one of my favorite ways to review if something is broken or if I'm just upset that I'm having trouble countering it. Fascinating article. I never new the true meaning. |
Varoth Drac
Dead Man's Game RUST415
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Posted - 2015.03.01 19:34:00 -
[153] - Quote
Adipem Nothi wrote:1. Not Useless =/= Competitive. (The AM Scout has no real purpose/role; this concerns me.) 3. Would threaten backstab viability (?). Imagine if Falloff's "early warning" were twice as long. 4. Slayers migrated to Assault following Falloff, not following Cloakblind.
Please keep the feedback coming, Varoth. 1. Probably best to look at buffs then, rather than complete changes. Best to try fixing range amps first though. Are Amarr scouts really that bad? Different scouts don't really have / need drastically different roles. They just do the same thing, scout, in slightly different ways.
3. Range amps still need fixing. I think they should only work on the larger scan circles to prevent the issues you bring up.
4. It's a combination of many factors, cloak blind being one. The slayer migration was (reasonably) gradual.
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Varoth Drac
Dead Man's Game RUST415
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Posted - 2015.03.01 20:41:00 -
[154] - Quote
@ Adipem
I don't want to discount your scout bonus ideas. It does make sense, in principle, to buff the scanning bonused scouts in light of the general nerfing of passive scans. And your idea sounds like good way to do it. It's just, it depends how people feel about it, and data, and feasability.
I just think it unlikely that Caldari and Amarr scouts are performing poorly enough for us to get consensus on changing the bonus, and convince CCP and the wider community that it needs completely changing (in the case of Amarr), and then pacify the Amarr scout users who just find their bonus changing.
See how others feel, but I just don't see it as a big enough issue to warrent such drastic action. There are lots of other balancing issues for CCP to work on still.
Minor tweaks may be a better way to go at this time. Such as range amps.
Actually, thinking about it. Caldari scouts are still awesome on paper. I don't use them, and haven't read anything, other than their fall from being OP. I mean, they have the same damp bonus as Gallente, which is awesome, and they have good scan range ontop, which as I showed earlier, can be very usefull with just one precision enhancer.
Amarr might be a bit weak, comparatively, but have scouts ever been more balanced than now? |
Varoth Drac
Dead Man's Game RUST415
631
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Posted - 2015.03.02 10:04:00 -
[155] - Quote
Ghost Kaisar wrote:One Eyed King wrote:Pseudogenesis wrote:Hm, alright then. That makes sense. Pseudo, someone else had said that they didn't see the Gal Logi scans in PC, but I can't remember who. It was in the last ten pages or so, but I am more inclined to take Ghost's word on it simply because I can't imagine why it wouldn't be used. Outside of higher tier corps, its entirely possible. But I know that NF does it. FA does it. OH does it. Smaller teams I ring for don't, or only have one running it. If they run it, I pull out a Gal Scout with 3x damps and let them meet Mr. Duvolle Specialist. Do you see many 15db focused scans or do most Gal logis go for the 21db ones? Are focused scanners worth dampening below?
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Varoth Drac
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Posted - 2015.03.05 16:55:00 -
[156] - Quote
Adipem Nothi wrote:Spademan wrote: Scout backpedal is still faster than their corresponding sentinel forward movement though.
If we were shooting for Nova Knife + Sentinel viability, that might be a problem :P Tryhards!
Edit: argh! Your edit ruined my joke. Never mind... |
Varoth Drac
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Posted - 2015.03.06 15:09:00 -
[157] - Quote
Ghalags Destroyer wrote:I'm new to dust and I'm a scout do i need to worry about kd per battle dieing 15 times per battle how do I stop dying? To add to what Adipem was saying about getting behind the enemy without being spotted, I find a lot of scout work being about finding where the enemy is spawning and eliminating the spawn. This is done either by destroying the uplinks, hacking a CRU or hacking a point. This prevents people spawning behind you, which is a major source of death for a scout.
Eliminating spawns is also of major benefit to your team. This includes hacking points. I find scouts work best on skirmish where lines of attack are more jumbled up. You always have the danger in domination of the enemy emerging behind you from the redline. Also enemies are more concentrated making assasination more difficult. Though the importance of uplinks in domination makes uplink destruction very useful.
Once spawns are eliminated you can approach the rear of the enemie's attack and kill them from behind, preferably as they focus on your teamates attacking from the front. Not only is killing lone targets useful, but the general disruption a flank or rear attack can cause to a group of enemies is very helpful.
Obviously this is an idealised situation, and by no means representative of all effective scout play.
Just some of my thoughts on the role. |
Varoth Drac
Dead Man's Game RUST415
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Posted - 2015.03.06 22:52:00 -
[158] - Quote
These days I mostly just knife people who are hacking. My Min scout is mainly for taking objectives and preventing hacks, and it's great at it. |
Varoth Drac
Dead Man's Game RUST415
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Posted - 2015.03.07 02:18:00 -
[159] - Quote
Bayeth Mal wrote:The buff to basic mediums my be the first part of the buff to Assaults in general.
I for one am kinda pissed off they're doing this, other wise I wouldn't have wasted the millions of SP to unlock Gallente Assault (which I run an ARR on...) and instead would've just specced the basic frame. Assaults are still way better than medium frames. Don't forget they have lots more hp and more module slots.
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Varoth Drac
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Posted - 2015.03.07 20:36:00 -
[160] - Quote
Adipem Nothi wrote:Another idea ... I'm sure something like it has already been suggested:
Basic Med Frame * -1 Slot * +1 EQ * 50% Isk Discount
Basic Heavy Frame * -1 Slot * +1 EQ * 50% Isk Discount
Basic Light Frame * +1 Slot * -1 EQ * 50% Isk Discount
+1 EQ for Assault might appeal to Assault users who don't like their current racial bonuses. EQ on a Heavy could certainly come in handy. Scouts were assigned a 2nd EQ slot to fit cloak, but they can't fit cloak until they specialize; so why not drop the specialization slot and add a utility slot? Yes! Maybe tweaks here and there, but basically, CCP, make it so. |
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Varoth Drac
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Posted - 2015.03.08 01:40:00 -
[161] - Quote
As much as a hybrid logi/assault sounds interesting, the best solution, imo, would be to just remove the basic frames altogether.
To be honest I never liked the idea of them. "Oo I'm wearing a basic medium frame". Hardly sounds inspiring. It just adds unneeded complexity to the game, not to mention the fact they are generally very poor compared to the real suits. Both things that are bad for new players.
We should just accept the fact there is no point in them and remove them. The frame skills should give a bonus to all suits of that size, access to the specialist suit skills should be at level 1 frame (hope that makes sense).
The colour schemes should be available somewhere else, like salvage and aurum (we could use the awesome all black suits as actual scout suits ). |
Varoth Drac
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Posted - 2015.03.21 15:03:00 -
[162] - Quote
On the subject of scout balance, I have two ideas.
We should not give up on passive scanning, it can still be useful. Remember also, on a scout suit passive scans is a tool for stealth. It allows you to avoid enemies and strike on you own terms. What is the point of stealth combat if neither side see each other?
Active scans may be prevalent, but it's still not to the extent of pre 1.8. Range amps need fixing. If they are fixed, passive scanning will reach a more balanced state.
On this basis my two suggestions are:
Either: 1. Change nothing except range amps. Honestly, scout racial balance is as good as it has ever been. Pseudo pointed out the problems with drastic bonus changes. Scan bonuses may be subpar at the moment, but I really don't feel they are as bad as some make out. Improving range amps may be the small boost Am scouts need.
Or: 2. Based on what others have said. Give the damp bonus to all scouts. Make precision the Gal scout bonus. Swap the Amarr bonus for biotics. Remove Min scout knife bonus and increase knife damage by 25% to compensate.
Personally I feel option 1 is the most viable. |
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Posted - 2015.03.21 15:09:00 -
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Ok, posted my idea at the same time as Adipem.
Looks like my idea 2 is very similar. Adipem's is better because it avoids controversial changes to Min scouts.
I still think my first option is more realistic though. |
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Posted - 2015.03.21 15:12:00 -
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Adipem Nothi wrote:@ Varoth
If we were somehow able to lock-down the inner ring (fix at 5m to 7m), I'd have no qualms whatsoever with restoring Range Amps to a useful state. If we did it now, however, CQC combatants would be made far less viable. Ofcorse, I forgot to say.
It's been agreed so many times I tend to feel it goes without saying. Range amps should not affect the inner ring. |
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Posted - 2015.03.21 18:53:00 -
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Looking at the numbers for dampening, overall I like it. The only problem I have is you are going to find it very difficult to convince the wider community to, not only buff Gallente and Caldari scout profiles at the low end, but buff all scouts to the same level of dampening. I doubt that the fact that undampened Gal and Cal scouts will be easier to detect, will be enough to get people on board with letting all scouts avoid 15db scans with only 2 dampeners.
Personally, I'd be fine with it. I've always said, scanners are not for scanning scouts.
Ideally we would have the Gallente scout situation we have now. Where one damp gets you bellow 21db scans, but you need three to get bellow 15db. Playing with the numbers I can't get this to work as an efficiency bonus, sadly. The beauty of efficiancy bonuses are they force some dampening to be used. |
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Posted - 2015.03.21 19:13:00 -
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Adipem Nothi wrote:Agreed. We'll only pitch the proposal if declining Scout efficiency/performance permits room to do so. Varoth Drac wrote:Ideally we would have the Gallente scout situation we have now. Where one damp gets you bellow 21db scans, but you need three to get bellow 15db. Playing with the numbers I can't get this to work as an efficiency bonus, sadly. The beauty of efficiancy bonuses are they force some dampening to be used. Duvolle Focused Scanner: 20dB ---> 18dB Voila! That would do it!
Extra problem: This is all fine as a general scout buff in the face of diminishing use / effectiveness. But what can we do about Amarr scouts if scouts in general don't need a buff?
I would love it if Amarr scouts could just have their bonus switched for biotics, sounds great to me. However, I don't use Amarr scouts. How would the people who have specced into the suit feel? Maybe people are attached to their precision bonus.
Is the problem even big enough to warrant messing with?
The thing with range amps are, they are a whole module that people have spent skill points in, that are on apex suits, that can be used to add variety other than jsut armour tanking, that are not being used at all since they have been renderred useless. That isn't a good situation. |
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Posted - 2015.03.21 21:13:00 -
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Ares 514 wrote:For any that might care, here is my fav min scout fit.
Adv Min Scout H: 2x Complex PE, 1xC blue L: 2x Complex Kincat E: N11 DU, NI PW: Ish NK SW: BP Very conservative with hp. Much respect. |
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Posted - 2015.03.22 00:27:00 -
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Void, the Min scout's speed and stamina advantages are balanced mainly by the hp difference, probably also fitting capability.
The disscusion is about bonuses. It is difficult to balance the relationship between scanning and dampening when half of scouts are better at dampening than the other half. Dampening is so fundamental to a scout's operation it is a valid question to ask whether dampening bonus is fair to give to some scouts over others. And whether other bonuses, of more equal usefulness, would be better.
As I said before, I think scouts are reasonably balanced at the moment. However I still think this is a worthwhile discussion. |
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Posted - 2015.03.22 00:58:00 -
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mollerz wrote:I don't understand how minjas don't run knives. Are you sure you are running the right suit? Is it a roleplaying thing? So what? You guys don't realize the value of the bonus? Or prefer to shoot prey versus carve it up?
If you put two good knifers together we can hold down objectives like rabid beasts. I honestly miss the damp bonus because that fit the knife bonus. Damp > hack.
Leave the knives alone- it's the minjas greatest strength. don't tell nobody but it's also the best bonus in the game. You say keeping the knife bonus is holding us back and I say keeping the hack bonus is what is holding us back. I run minja more than any other suit. Personally I disagree about the knife bonus.
I think it's great for flavour and identity. And it's just good enough to get me to use knives on nearly all my Min scout fits. But I don't think its a particularly strong bonus. In many knifing situations you would do just as well, or better with a shotgun. I would argue it is often easier to place two optimal range, direct hit shotgun blasts, than a fully charged nova knife double hit.
On the other hand, I love the hacking bonus. I think, in terms of strategy, it gives the min scout a nice niche. It's not useful a lot of the time, but it's nice generally, and the strategic option to pull off that rare speed back is great.
I wouldn't change the nk bonus. It's very important to the Min scout's identity and the fun / flavour of the game. I just don't agree it's particularly strong. |
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Posted - 2015.04.07 21:59:00 -
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The concept of ringers isn't a problem. The problem is there aren't enough battles. This means that a few elite players make up the majority of ringers. This makes it hard for less experienced players to get into and learn PC, as they will always be getting stomped by these elite ringers. This compounds the problem as it encourages FCs to pay for elites rather than use less experienced corp members. It also makes it difficult for corps to get into PC in the first place. No new players learn PC and the few established players just get better (and richer) increasing the gap.
I'm hoping raids will help. In theory there won't be enough elite ringers to go round meaning higher prices for these elites and more battles for other players without getting stomped. |
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Posted - 2015.04.07 22:15:00 -
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Ghost Kaisar wrote:That being said, not being able to beat a ring team is your problem, not theirs.
Unless CCP locks corp battles to "Members Only", you will still have to deal with it.
And even then, there is nothing stopping them from joining, fighting, and then leaving said corp.
Slap on timers then, but now its getting ridiculous.
Just step up and deal with the team. I agree to a certain extent, but the skill gap is a large barrier for entry to PC.
Also I don't like how the system encourages the same players to play lots of PC battles whilst minimising the opportunities of others.
Fact of the matter is, some players are much better than others. Playing against people better than you is great for learning and improving, but there has to be some opportunity for progression, and opportunities for success at different levels.
Finally, there are instances where players are never going to be as good as others, no matter how much practice and effort they put in. Is it fair they are barred from PC? Should there not be the opportunity for less good players to participate in PC?
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Posted - 2015.04.07 22:21:00 -
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Ghost Kaisar wrote:Varoth Drac wrote:The concept of ringers isn't a problem. The problem is there aren't enough battles. This means that a few elite players make up the majority of ringers. This makes it hard for less experienced players to get into and learn PC, as they will always be getting stomped by these elite ringers. This compounds the problem as it encourages FCs to pay for elites rather than use less experienced corp members. It also makes it difficult for corps to get into PC in the first place.
I'm hoping raids will help. In theory there won't be enough elite ringers to go round meaning higher prices for these elites and more battles for other players without getting stomped. As long as people have ego's you will ALWAYS have corps willing to pay for teams to carry their name to victory. I guarantee it. Raids will help get new people into PC, I'm convinced of that, but you severely underestimate the power that an EXPERIENCED PC squad can do in a small pond. People like to win, and I'm sure there will be more than one person with an ego to match his wallet. I'm sure some will pay top isk for the best ringers, and there will be stomps. I'm well aware how good PC teams and players can dominate a PC.
I just hope the next iteration opens up enough battles for less skilled players to play a part.
People may be willing to pay through the nose for the best players, but if none are available they will have to make do with what they've got. |
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Posted - 2015.04.10 22:33:00 -
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Can't find any Amarr q syncs in the usual places. Tried random squads but just getting smashed. Very frustrating. |
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Posted - 2015.04.10 23:33:00 -
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True Adamance wrote:Varoth Drac wrote:Can't find any Amarr q syncs in the usual places. Tried random squads but just getting smashed. Very frustrating. Ugh...... this is probably the most soul destroying aspect of FW for me in Dust. No matter how much we succeed everywhere else the rest of the militia is getting thrashed. PCLAS cannot always be online to carry you guys to victories. Please for god's sake try harder. It's becoming incredibly frustrating to hear a lot of AFW players talk about losing matches when for all my time over the last 3 days we've not lost a single match even against team syncs. PIE Ground Control will be more active once more of our members are online. AT present we are only two and looking at upwards of 10 later this evening after our guys get out of work or other prior commitments. .... * True finds his Zen Apologies it's just a frustrating system.
I know I should probably have tried to start my own q sync, but I'm not very experienced with it. Still think it's odd I couldn't find any syncs.
Playing with a random squad, partly made up of some corp. Games varied between close and a stomp, but we never won. 6 mil isk down. I'll try again tomorrow. I do appreciate what PIE does, it's great when I get to fight with them. |
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Posted - 2015.04.23 01:47:00 -
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Adipem Nothi wrote:Forced Death wrote:o7 Fellow friends! Anyone have a good fit for Scout M/1 Series? (I prefer a Ishukone NK and Toxin SMG combo) Typically run damps and/or reds in my lows, shields in highs +1 precision. Personally prefer NK+CR over NK+SMG or NK+ Flaylock. REs for Skirm or Dom; Active Scanner for Ambush. Same here, except I like to place uplinks, particularly in domination. I get the scanner out if the links are in place. |
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Posted - 2015.04.24 21:15:00 -
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Have you tried reinstalling the game? |
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Posted - 2015.04.26 19:25:00 -
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*Walks in, dodges flaming bar stool, sits at bar, starts spinning knife in a pensive fashion.
I'll have a jar of "Old Red". Laying off this new "Blue" until they perfect the brewing process.
So, looks like things have got pretty rough in here lately.
It's great to see logis with their own version of this place. I enjoyed reading what I have of it. I'm not too sure it's the best place for us to go advocating logi nerfs, but at least no wars have been started.
So, in amongst the brawls with various guests, I've been reading most of the recent discussions about EWAR. I've been meaning to post about it, but I struggle to sort out my thoughts on it coherently. It's a complex issue.
I'm inclined to feel that EWAR is in a pretty good state at the moment, all things considered. It certainly could be, and has been in the past, a lot worse. So I'm a little concerned to see some people claim it is "broken". That's not to say things can't be improved.
Apidem has been experimenting and posting about passive scans, logis and the Amarr scout. I don't believe a passive scanning logi or a passive scanning scout compete for the same "recon" role. Atleast, if that role involves sitting with you squad and providing a sort of mobile radar around you squad, a logi is more suited to this, and so they should be. Sitting in a squad as a passive scanner isn't something that would be good for a scout to do. Scouts are about movement and operating behind enemy lines. Not defensively sitting back surrounded by heavies. I believe these two suits have fundamentally different roles so don't overlap with each other.
There's also the issue of who you are scanning. A logi can passively scan a wide area and pick up higher profile targets, but they can't get the precision to detect scouts, unlike the Amarr scout. The Amarr scout on the other hand, can use relatively short range scans to detect scouts. This is more of the hunter role that Cat Merc has been talking about.
As far as logis go, active scanning is better than passive. But I don't see a problem here really (except for maybe the precision of Gal logi scans, but that's another issue). Logi passive scans can still be useful to them and they don't really cause problems for scouts, other than the inner ring (again, kind of another issue). Meanwhile, active scans have an important place in battle, and personally I think it's great that Gal logis are dearly sort after in PC.
Now, the current wisdom appears to be that Amarr scouts just aren't very good at passive scanning. Either in an anti-scout, hunter role, or a general scout role. I can't really argue with this as I have never used an Amarr scout. I will say that I have been using a Gal scout to point rush at the start of PCs. This I have fitted with precision mods. I can generally pick up scouts with this fit, as at the start of battle scouts are fitted with Kincats rather than dampeners. The 15m scans do seem to give me the edge verses other scouts, unless they also pick me up.
So, range amps. If they were buffed, without affecting the inner scan ring, I don't believe logis would be overpowered vs scouts, they can't get the precision. Their passive scanning role would be different to a scout's passive scanning role, so there isn't an issue with logis being better scouts. Scouts do fundamentally different things. Whether buffing amps would make logi passives op vs med suits, I don't know. I even feel it might make Amarr scout's OP in the role of scout hunter. I think we need opinions from people who have run precision modded Amarr scouts in the current build. Think about it this way, the prevailing profile meta is below 21 db. Gal and Cal scouts generally are on 20dp with 1 damp. Min scouts are on 18db with two mods. An Amarr scout could pick up either of these at 15m. That's far enough to get the jump on them, or line up a scrambler shot in the back. Maybe I'm mad.
So, despite this, I'm starting to think it would just be better to change the Amarr bonus to biotics efficiency. Great idea! But I don't think Amarr scouts are terrible now.
Inner scan ring: I think my feelings on this are somewhere between, feeling it's a pointless addition that only serves to frustrate those trying to perform the difficult art of knifing, and an interesting mechanic that adds another layer of depth and skill for both the hunter and prey.
Active scans: Hmmmmmmmmmm...... I don't know. As a Min scout I'd love for the Gal logi bonus to be changed. But also I'm worried things might break.
By the way, I'm very glad the meta has settled back to a point where scouts are neither scanned, generally, nor are they OP. Can all the people who keep lobbying for scanning scouts as the only way to combat them (people outside the shop, obviously) please take note of this fact and finally accept what I have been saying for a year. You are meant to combat scouts without scanning them, thanks.
So yeah, the Gal logi bonus. Would the removal of the precision bonus make Min scouts OP compared to the other scouts? It might. They seem reasonably balanced right now, maybe a little UP, such a shift might push them above Gal scouts.
The main reason I can see for the change would be for assaults. Many claim that 3 damps is unreasonable for them to be undetected. But then I worry assaults would be too powerful, and they would displace scout much more than they do now. In PC there seems to be a reasonable scout / assault balance. If it's too easy for assaults to dampen why would we need scouts? If my Min scout can (just about) handle PC with 2 damps, then an 8 slot assault should be able to cope with 3 damps.
Focussed scanners. Completely forgot they only share with squads. Is this confirmed somewhere? Even more reason why I'm not too worried by them. After much thought I think it's a nice trick of the Gal scout being the only suit able to hide from them without a cloak.
Inane babble, complete |
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Posted - 2015.04.26 21:31:00 -
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One Eyed King wrote:@ Varoth
I think you bring up some great points.
Usually, when we have talked of active scanner problems, we have often been referring to the Gal Logi/Focused scanners you mentioned. It would probably help if we were always more clear about that.
I think your point about there not being a problem with a logi passive scanner would be alright if it didn't overlap so much with the Amarr bonuses, and I do think that a change for them to have biotics makes the most sense. The range amp nerf just hit them too hard.
I also wish there was a way to either make inner circles a hard number, or to make range amps only affect the medium and outer circles, but I don't recall if that is feasible or not.
With regards to Assaults, I think we have two problems. One is the EWAR, the other is the mobility/HP in combination. At this point I am indifferent towards which CCP should hopefully decide to adjust, so long as they aren't both adjusted concurrently. I'm not convinced focused scans are a problem. Especially as they are squad only. If people feel they can't run their scout suits because they are always being scanned, then I've yet to hear about it. Extreme focused scanning use, to specifically counter all but the most damped scouts, is fine as long as people feel it's enough of a sacrifice to prevent the tactic being used often.
If the majority of PCs have widespread focused scanner use, so only Gal scouts with 3 damps are viable, then it's a problem. I don't believe we are at that point.
Regarding assaults, I think they are mostly ok. Minmatar assaults probably have too much of a good combination of speed, hp and stamina. I like the stats that have been pointed out about their hp being too high. Perhaps also they could have their PG reduced so that, like Min scouts, they are balanced by difficult fitting constraints.
I feel there is room in the balance for reduced cloak shimmer. Also theres the issue of high slot codebreakers. I still think they would be great for Min scouts, but I understand people's objection to it.
I think range amps may have to stay terrible if we can't fix the inner ring problem. Yay for biotics Amarr! Just bear in mind last time it was mentioned, people outside the barbershop were against it. |
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Posted - 2015.04.26 21:39:00 -
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noob cavman wrote:Ark! ARK! Some one be posting a real lengthy post! you have a brother in arm's ya brummie! Glad to hear it! Though I ain't no Brummie.
Sometimes you've just gotta post big, or you leave out interconnected issues. Probably best if I try to keep it short. |
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Posted - 2015.04.26 22:05:00 -
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Arkena Wyrnspire wrote:Varoth Drac wrote:noob cavman wrote:Ark! ARK! Some one be posting a real lengthy post! you have a brother in arm's ya brummie! Glad to hear it! Though I ain't no Brummie. Sometimes you've just gotta post big, or you leave out interconnected issues. Probably best if I try to keep it short. I'm not a 'Brummie' either, Mr Cavman is just one of the northern savages. I'm originally from north of Birmingham (a bit), but now south. Guess I better try and fit in....
Get back down the mine Cavman you Northern barbarian! And learn to spell! |
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Posted - 2015.04.26 22:06:00 -
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One Eyed King wrote:Varoth Drac wrote:
Yay for biotics Amarr! Just bear in mind last time it was mentioned, people outside the barbershop were against it.
Weird. I have seen at least one or two threads started by non barbershop people suggesting Amarr get a biotics bonus. I guess I just assumed it was well accepted. I think it's controversial, I'm sure I remember some pretty fierce opposition. Perhaps I'm wrong. |
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Posted - 2015.04.27 01:07:00 -
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Adipem Nothi wrote:@ Varoth
Have you looked at the passive scan stats of a Logi with 3 precision enhancers? I have. 12/24/31db. Excellent for scanning poorly damped scouts and assaults, though you only really need 2 precision to get excellent anti-assault scans.
Thing is, in PC for example, you are very likely to have a Gallente logi somewhere spewing 21db scans all over whichever socket you find yourself in. A scout with a profile higher than 21db is kind of dead, and so probably pretty rare.
I guess it would protect you from speed hacks (high slot codebreakers please). That's a pretty specific thing to sacrifice all those slots for.
There is the inner ring, which is a pain, but it only takes one precision mod to make that nasty.
So in a meta where scouts are focusing on getting below 21db, I don't see how some 24db logi scans are much of a threat. Whereas the 18db scans from an Amarr scout seem more dangerous.
If we are discussing scanning mediums and heavies, ok, the logi scans are great, though active scanners are better. An Amarr scout can scan assaults at 30m with no module investment, whereas a logi can only scan them at 19m. It takes two precision mods before the logi can beat the Amarr scout, at which point the logi can scan assaults at 38m.
But this is kind of irrelevant. You don't want your Amarr scout sitting in a pack of heavies trying to be a radar dish. You want them out placing links in fun places, destoying enemy links, hacking stuff, flanking, ambushing. All the stuff any other scout does. Passive scans are still useful for these tasks. I do agree however, that the Amarr bonus, compared to other scouts, seems poor. Even though I dispute that it is useless, or redundant due to passive scanning logis. |
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Posted - 2015.04.27 23:16:00 -
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Kaeru Nayiri wrote: I really like this guy ! Can we keep him??
Been here a long time. Sadly I don't manage to post much, I mainly lurk.
The thread can move fast, it takes me a while to read the latest stuff and even longer to think up a comment.
Thanks though |
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Posted - 2015.04.27 23:18:00 -
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Dat Thukker scout! Never been a huge fan of the Min scout's colours, so I'm pretty excited about this. |
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Posted - 2015.04.27 23:31:00 -
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@Adipem
Amarr scouts again. I agree we mostly agree (lol).
I still think you can't directly compare logi passive or active scans to scout passives, as they have different roles. But logi actives will clearly, at times, make scout passives redundant as they will have already highlighted enemies to the scout.
But yes, I see that the Amarr scout doesn't seem to have a competitive purpose compared to other scouts, what with their passives being nerfed and active scans replacing them at times. Though you can't discount the usefulness of always on, 360 degree passives, even with Gal logis in your team.
What would be ideal would be the opinion of a serious Amarr scout user, who has tried them in competitive settings, and their feelings on how the suit compares to other scouts.
Anyway, they are almost certainly subpar. Probably a lower priority balance issue, but an issue non-the-less. Maybe the wider community would be receptive to a biotics bonus.
Excited by Rattati's comments on cloaks and assaults. Swapping assault speeds with logis is something I have previously spoken out against, as I worry about the importance of speed to the assault class. But thinking about it now, it would probably be great for balancing both assaults and logis.
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Posted - 2015.04.27 23:49:00 -
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Adipem Nothi wrote: I think we're pretty close to being on the same page here, Varoth. My take:
Are the AM Scout and its bonus useless? No. Are the AM Scout and its bonus competitive? No. Are AM Scout Passives better than Logi Passives? Yes. Are AM Scout Passives significantly better than Logi Passives? No. Are AM Scout Passives significantly worse than GalLogi Actives? Yes.
Does the AM Scout's bonus presently provide for it a unique and meaningful strength in competitive play? No.
Would the AM Scout bonus become more meaningful if Range Extenders and/or Falloff were retooled? Very likely. The question, is it a design goal for Passive Scans to compete with Active Scans? If not (which I believe to be the case), then the AM Scout needs a different bonus as its strength is inferior to and directly overlapped by the GalLogi. In my mind, there's a gap between AM Scout passives are useless and AM Scout passives are competitive; I believe we're presently somewhere in between, and I believe that we'll have to do better than that to see racial parity restored within the class.
Edit: All that said, I'd prioritize AM Scout changes below other infantry-related balance items ...
#1 - HP/Mobility Tradeoff #2 - Polish Pass - Classes (CommandoGåæ LogiGåæ) #3 - Polish Pass - Weapons (ScRGåô CRGåô LaserGåæ Breach ShotgunGåæ IoPGåæ MagsecGåæ) #4 - Active Scanner Rework (team scanners v squad scanners, WP, if possible - scannerina fix, etc) #5 - Racial Parity / Bonuses (+ö GA/CA Assault, AM Scout, CA Logi, etc) I should have quoted your post. I think I've commented on your first section.
Range extenders. I've kind of got cold feet about it. Don't want things to get messed up. The inner ring can't be buffed, it's too powerful. If the inner ring was fixed, or extenders only affected the outer ring, perhaps extenders should be buffed to somewhere between current values an the originals. Maybe 30% at proto. It's a shame to lose a module, but better than messing up the delicate EWAR balance.
Balance priority.
I'd probably go for this:
#1 - HP/Mobility Tradeoff (if it's happening it's got to happen first. Expect assault QQ). #2 - Polish Pass - Classes (CommandoGåæ LogiGåæ) Yes, but beware logi power creep #3 - Polish Pass - Weapons (Breach SMGGåô Breach ShotgunGåæ IoPGåæ MagsecGåæ) #4 - Active Scanner Rework (team WP, if possible - scannerina fix, etc) #5 - Racial Parity / Bonuses (+ö GA/CA Assault, AM Scout, CA Logi, etc) |
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Posted - 2015.04.28 00:11:00 -
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Quil Evrything wrote:Varoth Drac wrote: Excited by Rattati's comments on cloaks and assaults. Swapping assault speeds with logis is something I have previously spoken out against, as I worry about the importance of speed to the assault class. But thinking about it now, it would probably be great for balancing both assaults and logis.
what? Unless they've somehow successfully nerfed logis so that they are no longer viable as "slayers", i think that there should be no speed swapping.. they should both have equally slow speeds. And neither of them should get anywhere close to the speed of the slowest scout. In the recent biomassed podcast, Rattati mentioned he is considering swapping assault and logi speeds to maintain the hp/speed tradeoff across all suits.
To be honest, I don't feel this would be enough to produce slayer logis considering the scale of the buffs assaults received, and I reckon slightly slower assaults could still hold their own against commandos.
I find it unlikely fast logis would oust scouts. Their profiles, regen and stamina are too poor to compete in the scout sphere of expertise, a set of very specific skills as Jolly might say. Improvements to cloaks would help keep scouts secure in the game.
I think logis could be a bit better at support without being OP, except for scans which don't need a buff.
The problem would be, if they sped up logis, then proceeded to try and implement hp buffs etc, which is something I have seen advocated on the forums a fair bit. The class buffing that has happened since the release of Uprising started as a result of logis being OP. Yes they were kind of nerfed a little, but if they become too powerful we will have gone full circle. I don't want a never ending cycle of power creep. |
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Posted - 2015.04.28 15:46:00 -
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So I bought the Thukker Min light skin. Looks great but I'm not sure how i feel about 2300 aurum. I don't have enough left for the Min legacy skin. |
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Posted - 2015.04.28 15:55:00 -
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Adipem Nothi wrote:Varoth Drac wrote:So I bought the Thukker Min light skin. Looks great but I'm not sure how i feel about 2300 aurum. I don't have enough left for the Min legacy skin. The only skins I saw under Visual Customization were the legacy skins. Where did you find Thukker? They've updated the market, so now all eight are under visual customisation. Apparently it was just a mistake to only offer four initially.
I think I meant 23,000 aur btw, not 2,300. |
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Posted - 2015.04.28 16:01:00 -
[190] - Quote
Yeah, sours the taste of the purchase a bit. I guess I don't spend all that much on the game, and it is a nice thing to have. |
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Posted - 2015.04.28 16:29:00 -
[191] - Quote
Not being able to view the skin before purchase is a pretty big omission, which I hope will be fixed soon.
My skin does look better in game than in the Dev blog. |
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Posted - 2015.04.28 16:37:00 -
[192] - Quote
Adipem Nothi wrote:Varoth Drac wrote:Yeah, sours the taste of the purchase a bit. Also detracts from the "coolness" of the feature. If everyone were issued one or two skins to play with, people would likely get excited about earning/purchasing/collecting new ones. Warlords 1.1 Newsletter SKIN Closed Beta Vet SKIN Open Beta Vet SKIN Uprising Vet SKIN Academy Grad SKIN 1M, 10M, 25M, 50M, 100M SP SKINs 1k, 10k, 25k, 50k, 100k Kills SKINs (etc ...) ^ Forget PS Achievements! These are badges a merc can wear into battle! Great ideas. I was hoping for a wide variety of cheap skins rather than a small number of expensive ones. I know it's early and CCP are planning more.
Either way it's good that not everyone will look the same. One cheap skin would probably result in every Min scout looking black and white.
Not sure this is the best course for ccp economically. Maybe the prices will go down, though that's what I thought about keys. I've currently got around 500 boxes cluttering up my warbarge. |
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Posted - 2015.04.28 16:48:00 -
[193] - Quote
Adipem Nothi wrote:Big price tags are tough. Can't drop 'em in any time soon or folks who paid the premium will be rightly upset. True. |
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Posted - 2015.05.01 17:24:00 -
[194] - Quote
Quil Evrything wrote:Flaylock Steve wrote: But when I relax and engage carefully I've killed off entire squads by using my team as bait.. That. Right there. That is the ultimate knifing guide in one sentence. The key to successful knifing? use your team as bait. Crucial :) And what he said about relaxing and staying calm. Getting worked up is great for assault play, or shotguns, but has got me killed many times knifing.
If I manage to stay patient and cool headed, that's when the best knifing occurs. Pretty difficult in a speedy, low hp Min scout. |
Varoth Drac
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Posted - 2015.05.02 05:00:00 -
[195] - Quote
Quil Evrything wrote:Varoth Drac wrote: If I manage to stay patient and cool headed, that's when the best knifing occurs. Pretty difficult in a speedy, low hp Min scout.
Weelll.. I'd say that's great for the general case scout. but if you have a knifer hit-n-run tuned speed demon... seems like there's no freakin way you can stay "patient and cool headed" running around at 10.5m/sec! You gotta be hyper to keep up, it's all twitch-gaming then! I easily get hyper agressive in my playstyle, resulting in biting off more than I can chew, or running into people's line of fire. I almost never don the Min scout without a complex kincat though. |
Varoth Drac
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Posted - 2015.05.03 22:07:00 -
[196] - Quote
Arkena Wyrnspire wrote:IAmDuncanIdaho II wrote:Arkena Wyrnspire wrote:One thing I saw in Dreis' thread: Adipem Nothi wrote:
GalScout is by far the most widely used Scout, and it is no where near as popular as the MN Assault. Scouts haven't been FoTM since December; the MN Scout is most certainly not FoTM.
This is wrong. The Minscout has presently exceeded the Galscout in sales. Hah nice one Ark...factual yet subtly misleading for those who don't pay attention :-p Rounded to the nearest decimal place percentage-wise, they [Min / Gal scouts] are identical. I think it's about 121 suits in 24,000 Dreis. It is interesting though....especially when there is not a Nova Knife to be seen in the sidearm charts. What the hell are these people doing? Why misleading? I said that the statement 'Galscout is by far the most widely used scout' is wrong and presented statistics to prove my point. In what way did this mislead you? It wasn't misleading as you weren't saying the Min scout sells a lot, just that it wasn't out-sold by Gal scouts. Looks like there's just been a misunderstanding here, from my interpretation. |
Varoth Drac
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Posted - 2015.05.05 15:10:00 -
[197] - Quote
Adipem Nothi wrote:Flaylock Steve wrote:I I just need some tips with the SG. It seems that my hits don't register even though its dead on. Went looking for videos of Morathi III; learned quite a 'bit following him around back in the day. Didn't find what I was looking for, but I did find a gem! Chromosome Shotgun footage! That shotgun range! Oh how I miss it.
I really want CCP to fix breach shotguns by giving them Chrome range, and fix the reload speed, would be sweet. Actually, it would make a fantastic comando weapon. |
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Posted - 2015.05.05 23:43:00 -
[198] - Quote
On the subject of scanning, do focussed scanners definately only share with squad? It certainly seems so looking at what Rattati says in balance threads, and what's been said here, but some people in corp were sure they team share.
I haven't been able to confirm in game. Anyone tested it? |
Varoth Drac
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Posted - 2015.05.10 14:45:00 -
[199] - Quote
I could never dream of being a feared knifer. But then I use the min scout as a tool to try to win matches. (A particularly fun one).
If the situation calls for the suit, I pull out my adv one with ZNs, place links, hack stuff, stab people that get in the way. Rarely do I go on an ishnok killing spree. |
Varoth Drac
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Posted - 2015.05.10 16:04:00 -
[200] - Quote
I got pissed off with Zatara once, enough to ***** about him in this thread, I immediately regretted it. I like him when he's not talking about scouts.
Those discussions Apidem posted are very interesting. I think Zatara was just misguided on the issue of stealth / scan gameplay, and he wasn't far off with his balancing ideas. It's just that some of his discussion techniques are frustrating.
I love Appia's comments on on the attacking and defensive nature of scans and damps. It still frustates me that so few people seem to understand this dynamic. |
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Posted - 2015.05.11 09:54:00 -
[201] - Quote
MINA Longstrike wrote:2Berries wrote:Anyone here running cal scouts on a consistant basis? I have been working hard to make this suit work on some meaningful level and have decided to stop throwing my head against the wall. I barely see other cal scouts out there, maybe one proto out of 20 matches. Weak ewar/biotic fitting options & lame bonus is all i see right now, hoping some outside perspective will help bring the shine back. 1 precision amp, 3 extenders, 2 damps. Whatever guns you choose. Prettymuch the only right way to fit the calscout. Yes I'm aware that I'm a huge number of pages behind. I don't get why people struggle with the Cal scout. It has the same damp bonus as the Gallente, so you only need 0 or 1 damp in most situations. |
Varoth Drac
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Posted - 2015.05.13 22:03:00 -
[202] - Quote
In reply to Kaeru, interesting profile considerations.
It has occurred to me before that, although my 1 damp Gal scout hides from Gal logi unfocussed scans (a major threat), my 2 damp Min scout can also hide from unmodded inner rings and non-Gal-logi focussed scans. So I don't feel as bad for losing the extra mod.
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Varoth Drac
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Posted - 2015.05.13 22:17:00 -
[203] - Quote
Adipem Nothi wrote:Pokey Dravon wrote:Hey guys, I'm planning on a featuring a guide on the fundamentals of Scanning this week on the Biomassed.net blog.
Would anyone be willing to sit down on Skype with me in the next day or two and go over some of the details with me so the guide can be as accurate as possible? If Haerr is available, I'd highly recommend him. If he isn't, I'd be glad to fact check with you, though I'd prefer to do it here with the guys rather than on Skype. If you're looking for values, the Scan Table on Page 1 is up-to-date. Protofits is also up-to-date and accurate (recently confirmed). There a few "rules" which aren't readily outlined ... * Profile and Precision values are rounded to nearest whole number * Ties go to the scanner * Passives Scans remain up while incapacitated * Passive Scans are shared squad-wide Anything else, guys? Almost forgot! Denak's experiment. Say your profile is 28 dB and you're pinged by a 28dB active scanner. If you activate cloak while painted, you will remain painted even if your profile dips below 28dB. I guess the rings are explained well enough in the scan table.
How about the fact that direction arrows are shown for active scans but not passive.
Targets scanned by a higher margin between profile and precision show up brighter on radar (correct me if I'm wrong here).
Activating a cloak reduces your passive scan range by 85%.
All active scanners share results team wide, except for focused scans which share with squad. |
Varoth Drac
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Posted - 2015.05.14 08:49:00 -
[204] - Quote
I have certainly experienced variation in the brightness of markers on tacnet. I haven't properly tested it, but fitting more precision seems to result in brighter markers. Has no one else experienced this?
As for chevron direction markers, I like how heavies show direction, CCP should make Amarr heavies do it as well. |
Varoth Drac
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Posted - 2015.05.15 01:05:00 -
[205] - Quote
Ares 514 wrote:Adipem Nothi wrote:Dreis ShadowWeaver wrote:Quil Evrything wrote:there is one thing that the amarr scout is indispensible for:
being first-to-point.
Not once have I ever heard before a PC 'Right, we need some Amarr Scouts to sprint to the point at the start of the match'. IIRC, the Min Scout with 3 Kincats will get to an objective faster than an Amarr Scout with 3 Kincats and whatever else you had on that fit. Maybe even with 4 Kincats, the Min Scout will still get to objectives faster. All news to me. My rush fits have always been GalScout + 3x Cmp Red + 1 Cmp Green That was my fit too. Might still,have it though I'm not doing PC currently, I actually wouldn't mind knowing which is better. It might be the min scout especially since you'd hack faster. However the gal lets you have a better uplink I bet. With high slot pg upgrades the Min scout is more viable as a speed deploy, though the Gal might be faster over longer distances.
Min scout hacking speed is good, though I kind of feel the Gal scout's bonuses to precision and dampening would help it kill enemy speed deploy scouts leaving it free to hack points more safely.
I've got one of each fitted currently. |
Varoth Drac
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Posted - 2015.05.16 21:17:00 -
[206] - Quote
One Eyed King wrote:Dreis ShadowWeaver wrote:VAHZZ wrote:Flaylock Steve wrote:Are they really thinking about nerfing the speed of the min scout? Like seriously? Wtf if they do I MIGHT quit, tired of CCP messing things up. I've spent $300+ on this game and they keep messing everything up. Scouts are **** now, and they're trying to nerf them even more. Um, Scouts are not ****, not in the slightest. I get plenty of kills, and survive a good bit. I doubt they would nerf the speed. I think the Amarr Scout needs a buff more than the Min Scout needs a nerf. I think adjusting the speed/HP ratio of assaults and giving Skirt Scouts a biotics bonus would be enough. If not it could be fine tuned from there. Biotics bonus on Amarr scouts would be awesome.
It's worth noting that, according to Ratatti's data, Min scouts have the second worse kdr after Min logis, out of all proto suits (discounting basic frames). They shouldn't be nerfed. |
Varoth Drac
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Posted - 2015.05.17 07:55:00 -
[207] - Quote
On the subject of matchmaking, I accept it can go badly quite often. However, last time I played (Friday) I had two amazing matches.
Both were domination where I was mostly using my Min logi. Both matches had my team redlined in the first half of the match, only for us to come back and win.
First match I was playing with corp mates, repping Amarr sentinels and Amarr assaults. Over 5500 wp.
Second match I was playing with randoms in squad finder. Started in my scout, went to sentinel, then spent most of the match with my Min logi again. Repping mainly Min sentinels (all sentinels were Min, interestingly) and Gal assaults. Underground map, 7258 wps. Wish I'd been logi from the start, when it works it's glorious. No big name players. Took the objective with only about 1/4 of our MCC left. Cloned them with only 1 tick of our MCC remaining due to the non-nul-cannon damage. Awesome blueberries. |
Varoth Drac
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Posted - 2015.05.17 15:24:00 -
[208] - Quote
Everyone blames scouts for being OP after 1.8, but I'm sure sentinels were nearly as bad. |
Varoth Drac
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Posted - 2015.05.17 16:49:00 -
[209] - Quote
Adipem Nothi wrote:Varoth Drac wrote:Everyone blames scouts for being OP after 1.8, but I'm sure sentinels were nearly as bad. Heavies were definitely broken for a 'bit, and there were times when it seemed like half of units on the field were carrying HMGs. Oddly, their suit usage rates never reflected what we were observing in game. Kinda like the Scrambler Rifle ... over-powered, yes; over-utilized, no. Perhaps its best to differentiate between "OP" and "OP/FoTM" ... Slayer Logi, Assault-Lite Scout, MN Assault, HAV, TacAR, AR, RR, BrAR ... all examples of "OP/FoTM". Sentinel, ScR, Burst HMG, GalLogi ... all examples of "OP" but not "OP/FoTM". Good point. Though I really don't want scramblers nerfed. Everyone forgets the fitting cost. A visiam scrambler costs 20 pg, whereas a boundless CR is only 8 I believe. Not to mention the heat issue. Having a potentially more powerful weapon, but with drawbacks, adds flavour to the game. Preferable, in my opinion, to normalising everything. |
Varoth Drac
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Posted - 2015.05.19 18:31:00 -
[210] - Quote
Quite often with knives I get shield flashes but no damage
The vehicle kill assist mission is so obviously broken. CCP clearly intended for it to be about the "vehicle kill assists" you get when someone in your vehicle gets a kill. Somebody got confused when implementing the idea and made it normal kill assists using a turret.
I hope they fix it.
Speaking of fixing stuff, anyone know if reactive plates, energisers, regulators and kirin's damage mods are fixed yet? Are ferroscales broken too? |
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Varoth Drac
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Posted - 2015.05.28 10:16:00 -
[211] - Quote
Capitalism ho! |
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Posted - 2015.05.29 10:37:00 -
[212] - Quote
GRIM GEAR wrote:Im failing at nova knifing I seem to only hit with one blade, am I suppose to do some little jig/ strafe for both blades to connect? I feel like I'm failing at knifing too, if that's any consolation. Need to practice, but running out of isk . |
Varoth Drac
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Posted - 2015.06.02 21:42:00 -
[213] - Quote
There's nothing wrong with assaults using shotguns as effectively as scouts, or scouts using rifles as well as assaults. So long as they both use them differently.
Scouts are for shotgunning people in the back. Assaults are for shotgunning them in the face. Same with rifles to an extent. Obviously both suits can do either, it about who's best at it.
Min assaults being too good at it is a different issue to role displacement. |
Varoth Drac
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Posted - 2015.06.02 22:19:00 -
[214] - Quote
Nachos wrote:Dreis ShadowWeaver wrote:Nachos wrote:Dreis ShadowWeaver wrote:Just had a PC vs DMG. It was very fun, and even closer than I anticipated. Their team was good, and they had TheD1CK, Mejt0, JAKE REDBLOOD and Donald Duck 93. It was particularly enjoyable for me because I was in the outside squad, paying special attention to the bridge. I stabbed Donald twice and sprayed him another time, sprayed TheD1CK (I wanted to stab him ), stabbed JAKE and stabbed Yokal Bob. Came 9th place, going 12/7. It was definitely some of my best Scouting. LOL they hired The D1CK and donald duck as a ringer! Those guys just suck. Redblood is a monster with RE's, i wish i had that kind of skill. also, NO RESPECT DREIS (+ TIBS) using a carthum over a viziam... yeah, i saw ya! zor is my main, but is also an alt i'll let you figure out the rest Uhhh... TheD1CK is the CEO... And I've only used the ASCR a couple times because I much prefer the regular SCR. Edit: And Donald Duck 93 is just damn terrifying, no mater what anyone says. lol i read DDB not DMG...donald duck is mediocre at best. Donald Duck nearly always fights with us. He's practically part of the corp. I don't see there's anything wrong with that. |
Varoth Drac
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Posted - 2015.06.03 06:18:00 -
[215] - Quote
@Nachos, I do know who DDB are (I think). I read your post, you got mixed up like you said. Don't worry, didn't mean to sound like I was arguing. I was just making a comment, but I guess it didn't make much sense as a response. |
Varoth Drac
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Posted - 2015.06.07 13:40:00 -
[216] - Quote
One Eyed King wrote:@ Varoth
Regarding your responses to el OPERATOR in another thread (not linking so as to not tempt anyone else to jump in, we all know how it feels when that happens):
I don't know what he would have to post about if it weren't for his Scout Supremacist theories. I probably shouldn't have replied, but that kind of thing really pisses me off. Thinking about it now, his crazy scout conspiracy theories are kind of funny.
Wait a minute, I just realised! Rattati won't tell us his main. Shotty likes spreadsheets, Ratatti likes spreadsheets...
Legion footage features a scout with a cloak.
Dust 515: Scout Supremacy - "We Are Legion"
Confirmed 2016
Nintendo NX exclusive. |
Varoth Drac
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Posted - 2015.06.07 13:47:00 -
[217] - Quote
Nightfury Wyrnspire wrote:It seems that the kind of suits being used has been shaken up a bit.This is also the first time I've seen a protosuit come onto the list of 'most used suits' - this honour going to the Caldari Assault Ck.0. It is also notable that the Calassault is now the most used suit and all variants appear in the top 10 most used. At least one type of each racial assault is still on the board, with Calassault being the most used (by far), Minassault following, with the Amarr and Gallente trailing behind. Almost three times as many ADV Calassaults are being bought as ADV Galassaults (!). I've not been keeping up lately - what's caused this colossal surge in Calassault usage? The proportions here are insane, they're exceeding the Minassault's dominance at its peak, and I've never seen a protosuit in the top 10 before. The Minlogi seems to have prospered as well, and the Galscout has moved up a bit although the Minscout seems to have dropped off the charts since I last checked. What's been going on? I don't 100% trust the data at the moment. Seems there was a blip recently, which you can see if you view the historical data graphs, where data appears to have been disrupted.
The Tryhardinator looks at data from the last 10 days. If the blip was less than 11 days ago, the data might be off.
Caldari assault still seems to be a good suit though, despite what many on the forums are claiming. |
Varoth Drac
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Posted - 2015.06.07 19:25:00 -
[218] - Quote
Dreis ShadowWeaver wrote:Something needs to be done about people backing out of matches. In an ideal world (new platform perhaps) we should choose which suits to bring with us to battle. If you lose or back out you lose all the suits you brought with you.
This would encourage people to go all out if you were losing, as you are losing the gear anyway, unless you make a comeback. |
Varoth Drac
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Posted - 2015.06.07 20:11:00 -
[219] - Quote
J0LLY R0G3R wrote:Varoth Drac wrote:Dreis ShadowWeaver wrote:Something needs to be done about people backing out of matches. In an ideal world (new platform perhaps) we should choose which suits to bring with us to battle. If you lose or back out you lose all the suits you brought with you. This would encourage people to go all out if you were losing, as you are losing the gear anyway, unless you make a comeback. Part of me likes that Another part makes me go awww but I didn't bring enough suits! These shoes don't go with my plasma cannon Should have come more prepared! |
Varoth Drac
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Posted - 2015.06.07 23:50:00 -
[220] - Quote
One Eyed King wrote: I think you did well without being reduced to crossing a line.
I had a response all typed up, and then thought it best to let it be.
Especially considering his well earned reputation.
I revised my post a few times before posting. The original version was more, shall we say, agressive.
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Varoth Drac
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Posted - 2015.06.08 00:04:00 -
[221] - Quote
There are more things that could be done to make fighting to the end more attractive.
Matchmaking has definitely improved things, plenty of matches are close, but more could be done. Close matches is the best way to stop match quitting. Making it easier to form up in squad would help. For example, you should be able to join squads that are in battle and view the score. That way you could wait for them to finish and join the next match with them.
Tiercide. The proposed limited tiercide should make it more fun playing on the losing side, if you either don't have the sp or ISK to run advanced or proto verses a superior team.
More turrets in the redline. Help redlined teams at least have some fun shooting the stompers with turrets.
Improve performance. When the match be becomes a power point presentation, it's difficult to put up a fair fight.
Just some thoughts. |
Varoth Drac
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Posted - 2015.06.09 08:47:00 -
[222] - Quote
o7 Gav |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.06.16 16:37:00 -
[223] - Quote
Will the FOTM change? If so, what will it be?
Very hard to predict. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.06.24 17:53:00 -
[224] - Quote
So, raiding. Not the ideal of being able to ignore 24 hour waits, but something.
So basically, use CP to attack a district.
Equip BPOs.
Ignore objectives, unless for baiting purposes.
Try to bait and kill enemy assets.
Hopefully enemies will equip expensive gear in order to defend the district, without realising that you aren't interested in the district but just after fat loot.
Sound feasible? Would this be more profitable than a pub match?
Edit: must not use Apex, as they count as proto for payment purposes. Unless you want to be all lovey dovey and give your enemies free isk. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.06.29 20:09:00 -
[225] - Quote
Adipem Nothi wrote:Just bought the Kaalakiota Scout BPO. Solely b/c sexy. Actually trying to make it work:
HS: Cmp Precision (x2), Enh Shield LS: Cmp Damp PW: Std Shotgun SW: Std Bolt EQ: Std Cloak, Compact Hive
* Fingers crossed that BPO suits are converted to SKINs + BPO Power Cores. Then I'll be able to migrate the prettiness over to a C/1 or ck.0!
I'd be surprised if the second precision is worth it. Do you detect many scouts beyond 9m? |
Varoth Drac
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1
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Posted - 2015.06.30 17:25:00 -
[226] - Quote
Initial impressions of the hotfix - seems great, though I've got to do more matches. Seems like I was placed in some lower matchmaking tier for my last few matches which may have affected my opinions.
Logi felt good, didn't use it enough to really notice much difference.
Assault was interesting. Still good, didn't feel slow in my Amarr assault. Slower strafing is definitely noticeable. This resulted in possibly more longer range engagements and more use of cover. Wiggle seems greatly reduced in effectiveness, though more testing is needed. Short range engagements were quicker. CQC brawling still works, the slower strafe actually makes aiming in cqc more difficult as well as dodging. So it kind of balances out. You've got to be more careful of other enemies though, as your ability to mitigate incoming damage by strafe is less.
Scout knifing felt awesome. It could be because I was playing against worse opponents, or the fact I was using Ishnoks (usually use ZNs in pubs). But hitting enemies with knives did feel easier.
My Amarr commando felt like a beast. I really like the speed buff here.
Still to test: HMGs Logis Shotguns |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.07.07 17:26:00 -
[227] - Quote
Making standard fits with all these slots is fascinating. Especially with mediums, all dem slots.
I'm currently favouring loads of militia mods over CPU/PG upgrades. A standard suit is for saving isk remember, unless you have low sp.
Really looking forward to trying my bpo Cal assault and bpo Min logi. I don't have any APEX, so this is very interesting. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.07.08 15:00:00 -
[228] - Quote
noob cavman wrote:Mines working out alright. I do pair it with a breach scrambler pistol tho Me too! With flux grenades as well it's pretty great. Ammar comando with ASCR and MD is good too.
Only done one match with it since the update though, so can't really say how good it is. We got stomped by snipers and an Amarr sentinel with over 40 kills. So not a fair test. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.07.08 15:09:00 -
[229] - Quote
Adipem Nothi wrote:Varoth Drac wrote:noob cavman wrote:Mines working out alright. I do pair it with a breach scrambler pistol tho Me too! With flux grenades as well it's pretty great. Ammar comando with ASCR and MD is good too. Only done one match with it since the update though, so can't really say how good it is. We got stomped by snipers and an Amarr sentinel with over 40 kills. So not a fair test. Stomped by snipers? Who were you playing against and what mode? Odd I know. It was the domination map with the pipes leading to the big tower. So we were very exposed to sniper fire.
Couldn't get to the point because of high ground. Couldn't get to high ground because of snipers. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.07.08 16:09:00 -
[230] - Quote
Adipem Nothi wrote: That's really neat :-)
I do think sniping needs improving. But there are moments when it is genuinely effective. Rare moments. |
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Varoth Drac
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1
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Posted - 2015.07.08 16:13:00 -
[231] - Quote
One Eyed King wrote:At the rate I am going creating new fittings, it will be a month before I can actually play the game... I spent around two hours making fits yesterday. I enjoyed it though.
Ended up with a precision modded standard Min logi, and a profile damped standard Cal assault. Will be interesting.
DPLAK
Ooo, and my advanced Min scout (fav fit) is now under 21 db! |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.07.12 19:36:00 -
[232] - Quote
Ghost Kaisar wrote:XxBlazikenxX wrote:J0LLY R0G3R wrote:XD Got my first tankScreen tear aside was sweet finally getting to use my c4. "over-watch" specialist that is a thing? Dude nice! And yes, that's why in every PC I've ever been in the enemy team has never been able to take the Acid Pit panel (except one time when I got obed and they zerg rushed the city.) tbh, overwatch specialist is pretty damn easy. All you need is a commando with Hives, Swarms, and either an MD or ACR, depending on preference. Sit where nobody can easily shoot you. Hit Dropships with swarms, and never take your eyes off the point. Hell, if you have a decent AV net or ADS yourself, you don't even need a commando. Just a Rail Rifle and rep hives. Best one for this is a Gal Logi with lots of self rep, Hives and Focused scanners. If someone takes the point from you consistently, you should probably think of quitting PC, its not going to get easier. If someone can't do overwatch, they don't belong in PC. It's literally the easiest form of point defense. What would you think about over watch with an Amarr commando, laser and swarms, now that the suit's been buffed? |
Varoth Drac
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Posted - 2015.07.15 06:52:00 -
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VAHZZ wrote:xavier zor wrote:Top Gun reference THAT'S TWICE! I WANT SOME BUTTS! Top Gun? Really? |
Varoth Drac
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Posted - 2015.07.23 12:39:00 -
[234] - Quote
I think kincats should have lower fitting costs than hp mods.
Complex isn't such a problem, but basic and enhanced kincats have insane fitting costs for the meagre speed improvements they provide.
Basic and enhanced kincats need a buff and the fitting costs reduced. Complex kincats just need a fitting cost reduction. |
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Posted - 2015.07.28 13:15:00 -
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sir RAVEN WING wrote:Llast 326 wrote:sir RAVEN WING wrote:Llast 326 wrote:Last I checked it still said 32v32 on the main Dust page. 32v32 =/= 16v16 :/ I knowGǪ but they said itGǪ makes me sad Honestly we might have a chance at becoming important to CCP if Valk flops. More likely the other way round. CCP needs money after losing so much making this game. |
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Posted - 2015.07.28 13:48:00 -
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IAmDuncanIdaho II wrote:noob cavman wrote:That raid is why I am now indifferent to dust. Framerate below 30 from the get go WOOOO So we're both in UK, I had very little lag for the entire match (though would like to see what others think (check vid), but I know it was nowhere near as bad as it can be). We were also in the same areas for parts of the match. My PS3 was fresh on and I'd not played a single battle beforehand. One thing I didn't do was go very far from Alpha. Furthest I got was enemy home CRU at Echo, for a minute before I died and respawned at Alpha. What the ____ CCP. Entire end game is knackered. I can confirm that rapidly moving around the map, as well as repawning, is often bad for frame rate. |
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Posted - 2015.08.03 21:09:00 -
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Adipem Nothi wrote:News! TheD1CK, CEO of Dead Man's Game has extended our way a friendly invitation. An All Scout Ant Epic Showdown. The greatest NK battle in the history of MH. \o/ Noooo I'm away for a week so will probably miss it |
Varoth Drac
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Posted - 2015.08.11 14:04:00 -
[238] - Quote
I agree with Ghost on Min scout fitting doctrine.
Two complex damps not only puts you under 21 db Gal logi scans, but also under 20db inner scan rings (the most common precision, if I'm not mistaken).
Now, on my advanced fit I run an enhanced + complex damp, which gets me to 20db. Perhaps it would be useful to drop one and go armour, but as someone who can't not run uplinks, I just don't have the PG available. I suspect that with most fits, the PG could be better spent on shields, equipment or weapons, rather than armour.
A kincat is almost always the best option for the third slot. A Codebreaker is a potential option too.
Speed and stealth, as Ghost says, is what a scouts are about. Otherwise you'd be better off with something else. |
Varoth Drac
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Posted - 2015.08.14 11:38:00 -
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Otrera Goddess wrote:I skilled the whole bolt pistol tree to level 5 and now I feel dirty It's a good weapon.
At the end of the day, it's got the lowest dps of any sidearm by quite some margin. Good range, accuracy and alpha, but I don't get all the crying over it. |
Varoth Drac
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Posted - 2015.08.14 11:45:00 -
[240] - Quote
IAmDuncanIdaho II wrote:Varoth Drac wrote:Otrera Goddess wrote:I skilled the whole bolt pistol tree to level 5 and now I feel dirty It's a good weapon. At the end of the day, it's got the lowest dps of any sidearm by quite some margin. Good range, accuracy and alpha, but I don't get all the crying over it. Hehe lowest DPS = longest range like you said, and because of its slow RoF, all bullets hit harder than others. So if you manage to get your bullet (singular) to hit someone in the head.............. Also, a breach SMG has about 2.5x the damage per clip/mag.
Don't get me wrong, I love the bolt pistol. I just think people tend to exaggerate it's power. |
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Varoth Drac
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Posted - 2015.08.18 17:41:00 -
[241] - Quote
If someone says they hate you it's more constructive to show them why they shouldn't, rather than condem them for the comment until they apologise.
It's also important to remember that nobody is always right.
Obviously I'm talking about Aeon. I think Aeon needs to remember that the Barbershop isn't one voice. Anyone can post here and the community is made up of different individuals. Also, don't confuse disagreement with personal attack (obviously Mollerz's comment in the linked conversation was the latter, I'm thinking of other instances).
I think Apidem needs to remember that, just like everyone, Barbershop posters aren't always right, and don't always behave in the best way.
There is mistrust, slander and general hatred against the barbershop, and sometimes scouts in general, that can rear it's ugly head from the wider community. I will always try to defend us from this. It's easier if barbershop posters don't **** people off with arrogance.
My 2 isk. I know I don't post here much so I hope I'm not out of line. Long live the barbershop! |
Varoth Drac
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Posted - 2015.08.18 22:03:00 -
[242] - Quote
@mollerz I wasn't complaining about your comments. I was more thinking of other threads, particularly balance threads, where some people (Aeon) can sometimes confuse legitimate counter arguments with personal attacks. Or let attacks derail the whole discussion (as was the case with your barbershop comment).
My other comments about barbershop behaviour and reputation was mostly referring to our behaviour and how people perceive us outside of the barbershop. Again, particularly when it comes to balance discussions.
Blacklisting people and acting superior tends to cause disruption in balance discussions, as much as people's unfounded mistrust of the barbershop.
Just some ramblings. Not having a go at you. |
Varoth Drac
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Posted - 2015.08.19 08:32:00 -
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To Aeon. If you haven't read my recent posts, I urge you to go back and read them.
Lots of people have said they don't really care what you've said in the past. The hatchet is buried for me at least.
There's no reason to condem a whole community just because one person holds a grudge. That's just as bad as condemning someone for all their rage filled, insulting comments made during arguments long in the past. I hope you come to understand this.
Also, if you want to make peace with someone, Shotty/Aeon for example, apologising to each other is usually the quickest way. |
Varoth Drac
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Posted - 2015.08.19 08:42:00 -
[244] - Quote
Aeon Amadi wrote:Varoth Drac wrote:To Aeon. If you haven't read my recent posts, I urge you to go back and read them.
Lots of people have said they don't really care what you've said in the past. The hatchet is buried for me at least.
There's no reason to condem a whole community just because one person holds a grudge. That's just as bad as condemning someone for all their rage filled, insulting comments made during arguments long in the past. I hope you come to understand this.
Also, if you want to make peace with someone, Shotty/Aeon for example, apologising to each other is usually the quickest way. Noted. Looking back, it's more that people liked my comments. Some people said they don't care too much what you've said in the past. Not many said they hold a grudge. Most people probably don't care. Hence why it's best to move on. |
Varoth Drac
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Posted - 2015.08.19 13:15:00 -
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IAmDuncanIdaho II wrote:
Victim: I would hold you to account for doing what you did. Perpetrator: Ahh but that was such a long time ago.
When it comes to judging people based on arguments and insults, time is important. Context gets lost, people change, times change. What value is there in living in the past?
If someone says something you don't like you can respond to it. This isn't a court room. No need to look back into the past. It just invites trouble. |
Varoth Drac
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Posted - 2015.08.19 16:57:00 -
[246] - Quote
Ghost Kaisar wrote:If Shotty and Aeon have buried the hatchet, that's great.
But Shotty might need to change his signature now. I don't think they have or will. Scout related balance discussions turning into Shotty/Aeon/Kirk flame wars is bad enough. But I don't like how anyone with scout / barbershop sympathies gets shot down by association. At least, this is my fear.
I guess I hoped Aeon's election might be time for reconciliation. Aeon has both the support of the wider community and a responsibility to represent the community. Sadly my optimism has wained.
Never mind. At the moment I'm in that pathetic position where I can't play as I have too much IRL stuff to do, but instead of doing it I'm just posting **** on the forums.
Edit: XD |
Varoth Drac
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Posted - 2015.08.20 09:30:00 -
[247] - Quote
In response to Duncan: Edit: Below are my feelings on acting on character judgements. After writing it, it occurred to me that the discussion may have been simply on judging character, rather than on how to act on these judgements. In which case, I accept that I was wrong to a degree. I agree that judging character based on past and current behaviour is important. We can't and shouldn't deny our human nature to judge. We shouldn't give people free reign to behave how they like. We can only improve if there are consequences to our actions.
Original post:
I agree with what you are saying Duncan, and personal judgements of character are important, particularly when choosing friends or if you are in a position of power or responsibility.
However, in a public forum amongst equals, I think it is wise to temper the way in which we act on our judgements of people's character, in order to maintain civil and constructive discussion.
Always remember that there will be people who disagree with our judgements, people judging us, and that we can be wrong.
So, for example. I may think person A was a complete d1ck due to the way they have behaved, and I see no evidence of change. I then explain on a public forum that they are a d1ck for x and y reason, and you should either ignore what they say or do/think the opposite. Not only will I make an enemy of the person I dislike, but also all the people that disagree with my reasons x and y, all the people that like person A, and all the people who think I am a d1ck but were still willing to engage in discussion. Instead of helping the quality of discussion by shutting down someone you think is an idiot, what you get is a war and no useful discussion.
Yes character assessment is important. Who to listen to, who's opinion or evidence to trust. We should just be careful about how we rally others to our assessment of people's character, if we want to maintain decent discussion.
Basically, if I dislike someone, and want post it on a forum, but half the people on the forum dislike me and like the other guy, I might be better off staying away from the topic of character and stick to discussing their points.
Maybe I'm too much of a pacifist. Perhaps we should all rally around our friends against our enemies. And have a big forum war to bend as many people's opinions to our own, whilst discrediting and shutting down anyone we don't like.
This was meant to be a short post, lol! |
Varoth Drac
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Posted - 2015.08.20 14:05:00 -
[248] - Quote
Thanks again for the reply Duncan. Very interesting points about the nature of community, discussion and human interaction. Feels like forum behaviour and international diplomacy aren't far from each other!
The only thing I would add, is that people can do their best to act for others, try to be truthful and present all the facts, and yet still be wrong or miss out facts. It's not necessarily intentional misleading that causes problems. Often it's unintentional. Hence why a bit of humility is sometimes needed.
Anyway, I'm sure the new CPM will be good. And, as always, the Barbershop is an awesome place to discuss the game. |
Varoth Drac
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Posted - 2015.08.20 14:08:00 -
[249] - Quote
Adipem Nothi wrote:J0LLY R0G3R wrote:Break from dust. Even jumping on once a week for what like 4 games was just too annoying and lacked what games should offer : fun. XD (wrote out reasons but realized there was no point) XD I've been thinking about this one all night. Do you guys have any ideas? How can we make Dust more fun/entertaining? No frame rate drop, particularly in PC. Being able to get into FW matches (EU time zone). More game modes other than just domination. Pub match rewards that encourage fighting, not giving up.
Just some ideas. |
Varoth Drac
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Posted - 2015.08.23 09:36:00 -
[250] - Quote
Weapon switching does help mitigate the scrambler drawbacks, but not completely. Switching weapons still takes time.
On an assault switching from Scr to SMG or BP has a similar effect, though not as good at range.
As someone with Lvl 5 Am Commando (though not much experience) and Am Assault, whilst I agree the AScr absolutely destroys on the Commando, there's no real reason to use the Commando over the Assault unless you carry a swarm launcher.
Yes the swarms won't be as powerful as on a Min Commando, but the AScr is awesome on it. Having only one AI weapon makes the overheat a bit of a problem, but it has such high dps, damage per mag, and reload speed. It's a superior weapon to the combat rifle to pair with a swarm launcher, in my opinion.
This I why I'd love it if Rattati implemented the feedback proposal I've seen, where we have swarm launcher variants for each damage type. All commandos would then have a swarm bonus to their damage type swarms. I've never liked that Min commandos get a more useful damage bonus than other commandos. Also, the laser rifle is just better on the Assault. |
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Varoth Drac
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Posted - 2015.08.23 11:29:00 -
[251] - Quote
Dreis ShadowWeaver wrote:Varoth Drac wrote:Also, the laser rifle is just better on the Assault. I've actually been wondering about this. Since you overheat faster on the Commando, does that also mean that you reach your max damage potential faster too? If that was true, then I suppose the Amarr Assault's bonus could also be seen as a drawback. Laser damage increases over time, not heat. So the assault allows the laser to build up more damage, and fire for longer at higher damage.
At least this is what I've heard, and appears to be the case in game.
From my attempts to use both, I've had more success with the assault. I need the extra time at high damage to get the kills.
With the commando, it's nice to fire twice per mag (the assault must be reloaded after each beam), and the reload speed is great, but I just can't do enough damage without preheating, and don't have time to get kills before overheat.
Perhaps it would be different if I was a better shot, but I just find the laser assault to be superior. Breach smgs are so OP it doesn't even matter too much that I'm limited to a sidearm for close combat.
The laser could do with a buff in my opinion. |
Varoth Drac
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Posted - 2015.08.23 18:12:00 -
[252] - Quote
What about reducing the scan duration of all active scans to 1 second?
This way they give you intel on where enemies are coming from, but doesn't allow you to use their exact position to aid you in combat.
More of a strategic advantage rather than a combat advantage.
I suggest also reducing the focussed scanner's range to 50m, as it's short duration will no longer be a drawback.
What do you think? |
Varoth Drac
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Posted - 2015.08.23 20:18:00 -
[253] - Quote
sir RAVEN WING wrote:sir RAVEN WING wrote:BrSG Stats.
Allotek BrSG Damage: 52.80 - 60.50 ROF: 60.00 - 62.00 Clip Size: 2 - 3 Max Ammo: 14 - 21 Reload Time: 1.30s - 1.10s
Thoughts ye dirty bastards? I'd like it to get a range buff, up to about 10m optimal.
I'd also like the clip size to stay at 2, but with a reload speed similar to the standard shotgun, so about 0.6 seconds per shot.
That would make a nice weapon in my opinion. Do you think it would be OP? |
Varoth Drac
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Posted - 2015.08.23 21:12:00 -
[254] - Quote
Adipem Nothi wrote:Varoth Drac wrote:What about reducing the scan duration of all active scans to 1 second?
This way they give you intel on where enemies are coming from, but doesn't allow you to use their exact position to aid you in combat.
More of a strategic advantage rather than a combat advantage.
What do you think? Good idea, but I believe it would be better for Logi intra-class parity if Recon Assist WP were increased rather than decreased or eliminated. I suspect that reducing scan duration to 1 second wouldn't leave enough time for recon assists. Perhaps you could still get wps if an enemy was killed with 15s of being scanned. |
Varoth Drac
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Posted - 2015.08.24 17:36:00 -
[255] - Quote
My brain.....
Passive scans:
2.1 OK. Logis probably won't agree to having their scan range reduced. You probably won't be able to nerf the inner ring quite that much.
2.2 OK. Interesting. Same problem with logis though. This might be good with 20m range logis. It's quite a big shift though, which makes me worry.
Might I suggest, as an alternative, 70% precision inner ring, 30% range extenders, everything else as now. Mega scan logis would be possible, but at least they'd have to sacrifice nearly all modules. Perhaps a 10% precision penalty to range mods. |
Varoth Drac
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Posted - 2015.08.24 17:49:00 -
[256] - Quote
Active scan proposal feedback:
I quite like the idea. Only problems I have are that it's quite a big change, and it's not clear exactly how much it would improve the game. I guess it would make scanning a little more hazardous, but I don't see a large difference. Would you limit to one scanner, like a cloak? I'm imagining them running out of charge quite fast to be balanced.
I like Ares' idea of having different precision at each tier, so long as it's balanced.
My idea of snapshot scans (1 sec durations) would probably be easier to implement, but might be seen as too much of a nerf.
Focussed scanners should still be nerfed to 50m imo. Perhaps they should be team - shared though. |
Varoth Drac
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Posted - 2015.08.24 17:59:00 -
[257] - Quote
Adipem Nothi wrote: In my opinion, it was a mistake to give Logis better range than Scouts in the first place. They've since been buffed in other, more significant ways; meanwhile, Scout usage rates have declined drastically. From my own anecdotal in-game observations, I presume Scout performance/efficiency has declined alongside usage. Scouts have mobility, EWAR, and not much else. If there's going to be a special EWAR snowflake, I believe it should be the Scout. The Progression Tab says so :-) Logis don't need the range buff, and range buff absolutely bleeds allover AM Scout's role.
Scouts do have superior EWAR than logis.
Assaults have average profile, precision and range.
Logis have poor profile, average precision and superior range.
Scouts have superior profile, superior precision and average range. |
Varoth Drac
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Posted - 2015.08.24 18:15:00 -
[258] - Quote
Ares 514 wrote:[I like everyone having the same base scan range. Balances out range extenders and gives a solid foundation IMO.
Edit: I also agree with shotty they never should have had better range then scouts. Note that his suggestion nerfs scout scan range to. I suppose they could reduce logi's profile to equal assaults as well. I kind of like logis having good passive scans, but I can kind of see how it overlaps with scouts.
What I don't ever want to see though, is scouts sitting in a scrum of heavies, as their personal walking radar dish. Scouts should be out hunting, their passive scans alerting their squad mates of enemy positions. Scout and squad attack the scanned target in a pincer attack. Using the scout's role to dominate as part of a team, as it should be. |
Varoth Drac
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Posted - 2015.08.24 18:34:00 -
[259] - Quote
Adipem Nothi wrote:The AM Scout took a big hit with Falloff 1.0, and Scout intra-class parity was lost. If we have the chance, I think we should at minimum propose fixing what was broken and make an honest effort at restoring parity. So long as multi-tasking, ass-kicking Logis are providing competent short-range passives, there will be no room or demand for the AM Scout's short-range passives. This is a clear case of role overlap. If we're content to accept this instance of role bleed, perhaps we should pitch another instance to the Triage Ward: Let's restore Scout Parity by adding a 3rd EQ slot to the otherwise unpopular and role-less AM Scout. (not really) If range amps are buffed, then I accept that there will be a degree of overlap, as both will be able to provide passive scans to their squad. They do not do this in the same way though. Logi scans are more defensive, scouts should be out flanking. But yes, a degree of overlap.
I feel that you would have a case for nerfing the range on the basis that if range amps are buffed, it might be both OP, and there may be some overlap with scout's recon abilities. The fact logis would be OP at scanning in general is the main issue though. Don't make it just about scouts.
I think you are going to run into a lot of resistance if you just say, "scanning logis will replace Amarr scouts". They have a different role, even if both involve scanning. |
Varoth Drac
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Posted - 2015.08.24 18:50:00 -
[260] - Quote
Adipem Nothi wrote:Varoth Drac wrote: Might I suggest, as an alternative, 70% precision inner ring, 30% range extenders, everything else as now. Mega scan logis would be possible, but at least they'd have to sacrifice nearly all modules. Perhaps a 10% precision penalty to range mods.
Added ... though without the 10% precision penalty (for apple/apple purposes). Do you see anything you'd like to tweak? Thanks. Seems ok at low scanning module investment.
It's just when you look at fits with multiple extenders and enhancers that things get a little crazy. This is why I suggest the precision penalty on extenders. To nerf the extreme fits, whilst maintaining the viability of fitting just one or two EWAR modules. It does somewhat reduce the Amarr scouts ability to scan other scouts though.
On the subject of drawbacks, myofibs should definitely increase jump stamina use. Get people fitting cardiacs instead of armour if they want to high jump. But that's another issue. |
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Varoth Drac
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Posted - 2015.08.24 19:12:00 -
[261] - Quote
Sounds good, though I don't think passives are too powerful at the moment, except possibly the inner rings.
By the way, I don't necessarily prefer my proposal over yours. It's just an alternative. There is so much to consider after all. |
Varoth Drac
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Posted - 2015.08.25 15:04:00 -
[262] - Quote
CCP Rattati wrote:I am also interested in the interaction between scans and cloak, specifically the chevron.
F.ex., if you have dynamic profiles, you might be active scanned, and react by crouching, thereby disappearing from the minimap. The chevron cant be there then, but there should be a way to convey your cloaked state, such as cross hair targeting etc. Removing the chevron when cloaked is interesting. It may help a little bit. It might make it a little easier to escape if scanned.
A scout still wouldn't really be able to do anything whilst scanned though. A scout relies on people not knowing where you are. If you show on the minimap they still know you are there even if they can't see you straight away.
I'd rather see some other improvements to the cloak. Like a shorter delay or fainter shimmer. I'm leaning towards shorter delay as of late. |
Varoth Drac
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Posted - 2015.08.26 16:28:00 -
[263] - Quote
I like the ion pistol / bolt pistol combo. |
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Posted - 2015.08.26 17:09:00 -
[264] - Quote
VAHZZ wrote:Varoth Drac wrote:I like the ion pistol / bolt pistol combo. Which one is the primary? I am guessing Bolt? Depends on range. Though I generally like to get in close with the ion pistol.
I haven't used it in a while.
Also I tend not to charge the ion pistol often. Tends to get me killed. |
Varoth Drac
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Posted - 2015.08.26 18:27:00 -
[265] - Quote
Llast 326 wrote:I liked this idea posted a little while ago. Seems an eloquent way to improve the Ion and realign the ScR To be honest, I'm not a fan of that idea. I don't think the scrambler charged shot should be nerfed. If it's going to be nerfed, I'd rather see the rapid fire nerfed instead.
Whilst it would make the ion pistol better, I like the feel of it exploding in your hand after a charged blast. Reminds me of the noisy cricket from Men in Black. The reason I don't charge it much is because I'm not very practiced with it. You kind of have to finish people if you are going to charge shot. If it needs a buff, just buff the damage.
Edit: Part of the reason I said that as well, was because I think some people rely too heavily on the ion charged shot. I know I sometimes find myself doing it. The gun performs very well without charging, so long as you are at the correct range. |
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Posted - 2015.08.28 14:00:00 -
[266] - Quote
Matticus Monk wrote:Adipem Nothi wrote:Already done! And it ended up working pretty well: https://forums.dust514.com/default.aspx?g=posts&m=2792926#post2792926The HP / Speed Curve was rolled out alongside a reduction in strafe speed multiplier (iirc 100% of forward movement to 60% or 70% of forward movement) and +1 slot for Commandos. I personally thought it'd be safer to implement the Speed HP Curve then the Strafe Reduction later (was concerned that doing both simultaneously might be too much). Rattati and Cross felt otherwise. They were right; I was wrong, though not spectacularly wrong like some. That thread would actually make for a good read, Monk; I highly recommend it. Diametrically opposed interests hash it out tooth-and-nail. One side is right and the other dead wrong, though passionate nonetheless. Good prep for things to come, I think. Sweet! Yeah, that thread is pretty nice, especially with Rattatti's graphs for info. I'll have to take a closer look at the suits tomorrow - I'm glad they addressed that discrepancy. The thread is a pretty good read too, only on p#2 but it's definitely heating up. What's interesting about that thread is how Rattati adjusted the changes based on feedback. Some feedback he followed, and some he didn't. What we ended up with is one of the most balanced updates to date.
Feedback that turned out correct: Ratatti significantly toned down the nerf to assault speed that was originally proposed. Much of the discussion was about the role of the assault suit. If the hp/seed curve was followed, assaults would be much slower. However, Rattati seems to have taken on board concerns that this would leave assaults with no distinguishing feature. They have therefore been allowed to stay above the hp/speed curve. On the new progression tab the description of assault suits is "fast and durable" cementing their defining characteristic as being above the speed/hp curve. Trying to define assaults has been something the community has struggled with for years.
Feedback that was wrong: Many predicted the return of slayer logis, if they were made faster than assaults. Thankfully Rattati didn't agree and logis are now faster than assaults, without replacing assaults. Many also felt the strafe nerf would ruin gunplay, destroy assaults, or render skill moot. Strafe was nerfed and these concerns were shown to be incorrect.
This is how I remember things anyway. A good, yet heated discussion. Praise be to Rattati. |
Varoth Drac
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Posted - 2015.08.28 14:22:00 -
[267] - Quote
Thinking about passive scans again. Perhaps it's a simple as buffing range amps to 10/15/20%?
Someone suggested this before. Logi inner scans wouldn't be long enough to counter scouts entirely. Amarr and Caldari scouts should be able to get pretty decent range on scans.
A much more simple change. |
Varoth Drac
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Posted - 2015.08.29 16:39:00 -
[268] - Quote
Adipem Nothi wrote:Breakin Stuff wrote:Because scouts are irritating...On a more serious (yes that was a joke) note, I am genuinely interested in what the scout community at large has to say about this idea. Please bring your game faces. I intend this to be a long term pet project to see if we can't improve this scout in concept. Please don't repost in the barbershop to respond. I'm too ADHD tto try and sift through the thousand-page threadnaught that gains more each hour. Feedback. Reworking the AM Scout has come up a few times here. I think this pretty much sums up all the "workable" ideas which came from those discussions. Am I missing anything, gents? I think the only thing missing is the "no" option. As in, no don't make it a counter recon light assault. Make it a better scout. Which means stealth. Give all scouts a dampening bonus and abandon the concept of scanning scouts without a focussed scanner. But others in the thread have already suggested that, so there's probably no need. It's definitely been suggested here before though.
It's difficult to know how to answer because I don't really understand what Breakin is asking. As I pointed out in the thread, the suit can already be fit for the role he mentions. I think he might be suggesting buffing the suit's scanning, and I've put forward ideas about that. Buffing scans makes me feel a little uneasy though. |
Varoth Drac
Dead Man's Game
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Posted - 2015.09.02 22:29:00 -
[269] - Quote
I'm glad assaults can use shotguns well.
My view is that an attack from the front with two assaults is not as effective as an attack the front with an assault and from the rear with a scout.
If the enemy have scans in place, you can't flank anywhere near as effectively with an assault. Not to mention all the other chaos you can cause undetected behind enemy lines.
Frontal assault assaults will always be the easiest form of attack. You need assaults to apply that pressure on the enemy. It's what the assault is designed for, and I'm glad it's comfortable in that role.
Sneaking around is unlikely to net you as many kills. But it will be just as helpful for your team. Some have accused the scout of being a solo role. I disagree, it's about disruption. It allows your team to bring the hammer down, either with the scout there in the fray or off somewhere causing grief. A scout should be no less deadly than any other role. But you'll just be too busy winning the match to get as many kills as others.
This is the way I see things. I just wish the cloak was a little better. It would help define our role as masters of stealth and deception. It saddens me a little to see newer players asking for cloaked scout advice, and everyone telling them not to bother with it. After all, a triple damped assault isn't much different from a scout. It's the cloak that sets us apart. |
Varoth Drac
Dead Man's Game
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Posted - 2015.09.23 22:56:00 -
[270] - Quote
Adipem Nothi wrote:Joel II X wrote: Actually, wait. Wasn't the scout bonus dampening and then minmatar was NK bonus and Gallente range bonus? I remember having both dampening and range, but I'm not sure if there was more to it.
Prior to HF Charlie, Gallente had a bonus to dampening and range and Caldari to Range and Precision. IIRC. Back before 1.8, both scouts had a bonus to profile. Gallente had range, Minmatar had knives I believe. |
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Varoth Drac
Dead Man's Game
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Posted - 2015.09.23 22:58:00 -
[271] - Quote
One Eyed King wrote:Adipem Nothi wrote:Joel II X wrote: Actually, wait. Wasn't the scout bonus dampening and then minmatar was NK bonus and Gallente range bonus? I remember having both dampening and range, but I'm not sure if there was more to it.
Prior to HF Charlie, Gallente had a bonus to dampening and range and Caldari to Range and Precision. IIRC. This is correct. The only time the scout bonus was dampening was when the Gal was the only scout in the game. Which made sense. Minmatar had it too if I'm right. Before they introduced the other scouts. |
Varoth Drac
Dead Man's Game
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Posted - 2015.09.23 23:08:00 -
[272] - Quote
Adipem Nothi wrote:Joel II X wrote:Adipem Nothi wrote:Joel II X wrote: Actually, wait. Wasn't the scout bonus dampening and then minmatar was NK bonus and Gallente range bonus? I remember having both dampening and range, but I'm not sure if there was more to it.
Prior to HF Charlie, Gallente had a bonus to dampening and range and Caldari to Range and Precision. IIRC. I meant way back to Uprising pre1.8. Gotcha. Varoth is correct. Scout class bonus prior to cloak was profile reduction. GalScout racial bonus was Range. MinScout racial bonus was to Knives (and possibly hackspeed). No hack speed. I think it was knives and melee.
The fact that Min scouts used to have a damp bonus makes me feel we should get it back.
I use more damps now than I did prior to 1.8. |
Varoth Drac
Dead Man's Game
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Posted - 2015.09.23 23:22:00 -
[273] - Quote
Adipem Nothi wrote:Varoth Drac wrote: I use more damps now than I did prior to 1.8.
It's true. I mainly used an advanced Min scout with a CPU enhancer and and kincat in my lows.
Most scanning was done with the advanced quantum scanner. This pretty much did the job of permascanning, so most people didn't bother with a proto scanner in pubs.
Just like now, you didn't need a dampener to hide from advanced scans. I had a double damped suit ready incase the enemy brought out a proto scanner, which was easy to gauge since you get the scanned message.
But generally only protostompers ran proto scanners in pubs, so it didn't really matter what suit I was in, as I would be dead anyway.
Passive scans weren't really a thing, so it was easy to tell when damps were needed.
Now all my advanced and proto Min scout fits are double damped, other than my speed hack fit. You never know when you are going to get picked up on passives, so damps are generally a good idea. And Gal logis are very common in competitive matches.
Though my advanced fit's second dampener is there as much because I don't have the PG for anything else. And it's still pretty nice to have, even if pub match Gal logis aren't around all the time. |
Varoth Drac
Dead Man's Game
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Posted - 2015.09.25 20:22:00 -
[274] - Quote
Adipem Nothi wrote: Agree? Disagree? What did I miss?
Swarms - I've got to disagree with you here I'm afraid. I think swarms will still provide a solid defence against vehicles, especially against dropships. It may not be great at actually killing vehicles, though certainly possible, but I don't think that's a problem. I actually like the dynamic of vehicle defence. I don't agree that there is significant risk in using a swarm launcher. A commando with a swarm launcher is still a very effective anti-infantry suit. Also, quite often you can avoid enemy infantry when using a faster swarm launcher suit. Though undeniably the commando is the best swarm platform. Another thing with vehicle balance, that I think is often oversimplified, is the issue of numbers. Yes all mercs on the field should have equal value, but only where there is a balance of roles in your team. Vehicles are part of that. Also, in a situation with multiple vehicles and multiple AV, as is most often the case, it is much easier for the AV to gang up on a vehicle. As such in most engagements where AV vs V the V is outnumbered by AV. Therefore balance should be considered on the basis that V may need to combat multiple AV at the same time. Also I agree with CCP's design that vehicles should be the endgame of Dust. I don't recall where they said it, and it certainly isn't the case at the moment, but the general idea is that escalation of combat should end with vehicles. If you want to win, use of vehicles should give you an advantage in many situations. This ties in with the additional isk cost of vehicles. Finally, vehicles are much more limited in where they can be effective. It stands to reason that they should be more effective in those areas, than infantry that can be effective everywhere. At the end of the day, I think there is room in the balance for shorter swarm lock range, and I'm sure swarm launchers will continue to be very popular.
Scrambler Rifle - I agree. I'm worried they are going to over-do the scrambler nerf. Thankfully Rattati has said the hipfire kick nerf is quite minimal. He suggested it's just to hipfire, which I hope is the case as scrambler ads kick is quite noticeable at the moment. I wasn't really on board with all the "nerf scrambler" talk before anyway. I just hope this doesn't overdo it.
Bolt Pistol - I'm hoping that, as a weapon designed for accurate shots, the rate of fire nerf won't hit it too had. If you are lining up a headshot it won't matter what the rate of fire is. That said, I didn't really think the weapon was OP to start with.
Shield Changes - I completely agree (though I don't think it's much to do with TTK). I'm glad they listened to feedback regarding the regen and delay. What I'm a bit upset about are the depleted delay stats. I provided lots of ideas and very in depth feedback regarding the CPM shield proposal, which left out consideration of depleted delays. In that thread Breakin' Stuff was very dismissive of me and quite rude. Considering the effort I'd put into my feedback I felt kind of pissed off about it. Apparently he'd been given the task of working on depleted delays, though I'm sure other CPM members worked on it too. But we never got a chance to give feedback on their proposal. I kind of pre-empted this a bit by explaining how I felt about it when the ideas were hinted at, but there was never a proper feedback thread about it. Now we've got a strange situation where depleted delays are, counter-intuitively, shorter than non-depleted, and shorter the heavier the suit. I've been talking to some guys in game today, and nobody seems to get why. It's nice for sentinels, who lost out on their comparatively good rege stats compared to mediums, but why do scouts now have the worst depleted delays? OK, it's nice to have a neat pattern, and I guess scouts can be brought back to balance with other changes, like cloaks, but how is massively buffing medium suit depleted delays a good thing? Kind of nice for shield tankers I suppose, not that they had particularly long delays before, and not that they are (or should be) going into armour very often, but isn't this a large buff to dual tanking and armour tanking? An armour tanker is going to have their shields depleted very often, so is going to reap the benefit of this a lot of the time. It's not a major deal, it just seems kind of silly, kind of poor for balance, and kind of irritating that the community were barely consulted. It seems too late to do anything about it now. All anyone's interested in is the endless AV vs V debate (which I caved into commenting on here ).
Assault Changes - I agree it's nice that they will have more meaningfull bonuses. But yes, I hope it's ads only kick reduction, and I too think +15% rof seems a bit much.
Breach shotgun - I'll just add this. it's finally getting a buff! Seems like the boring option for buffing it though. I would have much rather had longer range + faster reload.
I'm happy with most of the rest. Small blasters will still be rubbish on tanks sadly. I'm not too worried about grenades, but we shall see.
FoxFour Predictions
New Imbalance OP - Dual Tanked Assaults OP - Damage Amp'd GA Assault UP - Bolt Pistol? UP - ScR[/quote]
Ooo, and I forgot. After the hotfix, why would you use a vanilla SMG over an assault? |
Varoth Drac
Dead Man's Game
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Posted - 2015.09.25 20:44:00 -
[275] - Quote
Arkena Wyrnspire wrote: "Scoutpocalypse" is overexaggerating.
I think he was saying they would be over-buffed eventually. Not sure if you got that. Seems like Apidem was in full tin-foil mode .
Arkena Wyrnspire wrote: The cloak is ridiculously bad to the point where I frequently don't bother fitting it. Buffing it would not necessarily bring us back to 1.8, I see no reason why it shouldn't be buffed.
I agree (though I think "ridiculously" is maybe going a bit far). Rattati has even mentioned a desire to buff it not that long ago. I hope he still feels this way, and it happens in the not too distant future.
Even just a (sizeable) reduction to the decloak delay would make life better, and not make the cloak feel clunky and restrictive.
Scout's aren't particularly strong at the moment. Buffing (almost) everyone except for scouts will result in them being (more) underpowered. |
Varoth Drac
Dead Man's Game
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Posted - 2015.09.25 21:05:00 -
[276] - Quote
Adipem Nothi wrote: As HP Modules become more valuable, the performance gap between high-slot-count MedFrames and other frames will widen. The response will more likely be "moar HP creep" than "nerf MedFrames" or "nerf HP modules". This is the nature of HP Creep, and it has been observed time and time again since Chromosome. The "slower TTK better" argument wins without fail, even as it widens the imbalance between those who tank HP modules and those who do not.
When it comes time to get the Scout back up-to-speed with higher HP frames, we'll have painted ourselves into a corner. How can we buff them?
* Give Scouts more Speed - Off the Speed/HP Curve. * Give Scouts more HP - Off the Speed/HP Curve. * Give Scouts another Slot - Off the Speed/HP Curve. * Give Scouts wild-and-crazy Regen - Slayers migrate to the Scout and tank it out w/ HP modules. * Buff Scan Modules - Scanner Logis benefit by greater degree; performance gap unaffected.
The only options available are buffing native Scout EWAR or buffing lolCloak. Scout EWAR was "de-escalated" to make room for meaningful EWAR participation by Medframes; are we ready to admit that this was a mistake? If not, we buff lolCloak and hope for the best.
I don't place much faith in the purple. Do you?
I wouldn't get carried away with saying hp mods are getting buffed. OK, maybe they are a little, but it's not all that much. The commando slot count is not going to disproportionately hinder them like you say. If this is an increase in TTK, it is only minor. I agree that all the "CPM agree TTK needs to be longer" talk is silly and short sighted. But it's not as simple has "long TTK is good for high hp, short for low hp". It's all about a balance. A balance that we are at quite nicely. I wouldn't want it to be toppled either way. TTK is a complex issue, and I'd feel safer if people stayed out of it and left it alone. This update won't change it much in this regard.
But yes, somehow we've got an update that buffs everyone except for the Caldari Sentinel and scouts (unless you count the kincat PG reduction, which I guess is nice, for assaults as well though).
I don't discount the purple just yet. It can be saved!
Also, there would possibly be more room in the balance for the maybe minor-scout-buff side effect of my EWAR balancing thoughts. Which I may make a topic about in Feedback, since I think it was mentioned that EWAR was an upcoming area of consideration. |
Varoth Drac
Dead Man's Game
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Posted - 2015.09.25 21:18:00 -
[277] - Quote
Adipem Nothi wrote:Arkena Wyrnspire wrote: embedded quotes
Next path is EWAR Buffs. Probably our best bet at narrowing the performance gap, though things could go catastrophically wrong if they over did it. If the Devs waited long enough and Scout performance/usage were low enough, they very well might over do it. I feel, the way the game is at the moment, if the Devs just said "scouts are stealth suits, you can't scan them" and all scouts were all given a blanket immunity to all scans, no profile damps needed, they'd still be balanced. I don't even think people would notice much difference in game.
I'm not actually suggesting this be done, and there would be major riots. It's just an interesting thought.
Improving passive scanning on scouts would be more likely to make them OP again than improving dampening.
There's room for some manoeuvre when it comes to EWAR, but I agree that fixing cloaks is probably the safer, and more needed option. |
Varoth Drac
Dead Man's Game
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Posted - 2015.09.25 21:20:00 -
[278] - Quote
noob cavman wrote:Bah we are just hard mode again. I have my carth back so all is well in the world. That's the attitude I like to see!
(still buff cloaks though..)
edit: DPLAK |
Varoth Drac
Dead Man's Game
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Posted - 2015.09.25 21:27:00 -
[279] - Quote
Adipem Nothi wrote: Speaking more to long-term than foxfour in the post above. My takeaway from the CPM "feedback" threads was that tweaking base shield stats was the first step in a multi-step process. Next up, if I understood correctly, are buffs to Shield Modules themselves.
This is true. I thought you meant from this hotfix. I'm hoping we are looking at simply some minor variety improvements to shields, and possibly some extra regen mod help if Foxfour leaves shield tanking still languishing. I hope we won't be looking at more general tanking meta buffs. Though the TTK comments from CPM are worrying. I doubt it will be enough to disadvantage commandos.
I think extrapolating all this into another scoutapocolypse is getting a bit paranoid though.
... TPLAK! |
Varoth Drac
Dead Man's Game
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Posted - 2015.09.25 22:16:00 -
[280] - Quote
Adipem Nothi wrote: Edit: I doubt seriously that Scout underperformance will raise many (if any) eyebrows on CPM2. Talking specifically about how the problem might be fixed down the road -- with emphasis on the increasing possibility of overcorrection -- might be enough to get their attention. Everyone hated the Scoutocolypse enough to understand that they don't want a repeat.
I think it's best not to overcomplicate things.
I'm not saying you are wrong. Just that claiming that scout - medium imbalance is going to get so bad, that down the road scouts are going to get massively overbuffed, and everyone will rue the day, is probably not going to win you any favours from the CPM, or many others. |
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Varoth Drac
Dead Man's Game
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Posted - 2015.09.25 22:54:00 -
[281] - Quote
Fristname Family name wrote: unrelated
I THE DARK FLAME MASTER (no one picked up the reference so ill change it) THE MAGIC DEVIL GIRL HAS RETURNED!!!!
lol nah ill think of a name today....
DEATH! |
Varoth Drac
Dead Man's Game
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Posted - 2015.09.25 23:02:00 -
[282] - Quote
Adipem Nothi wrote:Varoth Drac wrote:... not going to win you any favours from the CPM Do you truly think that is within the realm of possibility? I don't know. But the longer you make a chain of reasoning the easier it is for people to pick holes.
You may not win over all the CPM, but some people, be it CPM, players, or devs, are capable of reasonable discussion and understanding. Best to make your ideas and reasoning as clear to them as possible. Even as others try to shut you down. |
Varoth Drac
Dead Man's Game
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Posted - 2015.09.26 08:27:00 -
[283] - Quote
There are ways to increase TTK in a more balanced way than buffing hp mods. In the past they nerfed rifles whilst keeping alpha weapons constant, for example.
I just don't think it should be messed with anymore. Just the other day I was helping a new player make a fit. He was complaining about how long it took to kill people. I was trying to explain that it's a good feature of the game. Makes your fitting choices relevant. Told him he needs to retreat if he's in a bad situation, which you couldn't do with shorter TTK.
This is just an anequdote, and there are loads of complex pros and cons to low or high TTK. I just think we are in a nice spot. There's no clear reason to move either way. |
Varoth Drac
Dead Man's Game
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Posted - 2015.09.26 13:50:00 -
[284] - Quote
Aeon Amadi wrote: Not sure where "scouts remained the same or got worse stats" is coming from. Minmatar Scout got a hefty buff.
Caldari Scout got a buff: (+5 shield threshold, -1 depleted delay) Minmatar Scout got a buff: (+5 recharge rate, -0.5 shield delay, -1s depleted delay, +4 shield threshold) Gallente Scout got both: (+1 shield delay (per feedback on armor tankers), -1 depleted delay, +3 shield threshold) Amarr Scout got both: (+1.5 shield delay (per feedback on armor tankers), +2 shield threshold)
Only one I'm really worried about is the Amarr Scout, honestly. Thing is a watered down Cal Scout with no real purpose or role. Something that I'm adding to my project list.
Please don't use the shield threshold as a way to show scouts got buffed. I knew they would be a massive red herring.
I don't know if I've just completely misunderstood shield threshold, but as far as I can tell they make almost no difference to the game at all.
So let's review the list of changes.
Caldari Scout got a minor buff: ( -1 depleted delay) Minmatar Scout got a minor buff: (+5 recharge rate, -0.5 shield delay, -1s depleted delay,) Gallente Scout got both: (+1 shield delay (per feedback on armor tankers), -1 depleted delay,) Though as an armour suit, depleted delay is more relevant. Amarr Scout got a minor nerf: (+1.5 shield delay (per feedback on armor tankers),
Compared to large buffs to the shields on other suits (bar the Cal sentinel).
Yes the statement "scouts remained the same or got worse stats" is not technically true. The sentiment is basically correct though. Scouts remain roughly where they are now, compared with large buffs to other suits.
I'm not trying to say mediums and commandos are going to be massively OP just due to these shield regen changes. But please don't say the shield thresholds contribute in a meaningful way to a scout buff.
I understand why you would, because buffinh threshold technically is a buff. I just think it is insignificant. |
Varoth Drac
Dead Man's Game
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Posted - 2015.09.26 13:58:00 -
[285] - Quote
Aeon Amadi wrote: Don't forget about shield threshold, which the Caldari saw a sizable buff in.
I entirely discount the shield thresholds. If you can explain why I shouldn't that would be great, because I don't think I get it at the moment.
Either that, or everyone's gone, "Oo, shield threshold, that sounds great!" without actually thinking through what it means in game. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.26 14:22:00 -
[286] - Quote
Aeon Amadi wrote: Might see about the possibility of reversing the cloak spectrum (blue tint for standing still, near perfect invisibility for running). Not sure yet.
Is reversing stuff the in thing with the CPM at the moment?
It's an interesting idea though. A bit strange, I'm not completely sold. Might work quite nicely though.
I still think the decloak delay needs to be reduced. I understand why it was implemented, and fully agreed with it at the time. Though I had hoped it could be implemented in a more elegant way. It is clunky, making it awkward to use.
The decloak delay was needed at the time, but I really don't think it is anymore. At least not as much of a delay.
Delay was introduced to reduce the ability to attack from cloak. However, the ability to passively scan everyone nearby, along with seeing their direction arrows, whilst cloaked was very powerful. The cloak-blind effect dramatically reduces the ability to attack from cloak on it's own. As your situational awareness whilst cloaked is considerably hampered compared to how it was in the past. It's a mechanic I quite like though, and thematically it feels fun. Cloaking feels like submerging in a submarine. It seems to make sense that your senses are limited, and goes nicely with the LOTR style sound muffling.
This cloak-blind, combined with the requirement of more precision to have reasonable passive scans when you do decloak, and the fact that the assaults, logis and commandos running around are all a fair bit more powerful than when the cloak delay was brought in (particularly assaults), means that I don't think we really need the clunky decloak delay mechanic anymore. Or, at least just to limit people firing shotguns whilst still invisible, we don't need the delay to be anything like as long as it is now. |
Varoth Drac
Dead Man's Game
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Posted - 2015.09.26 15:48:00 -
[287] - Quote
Aeon Amadi wrote: Fair compensation is always subjective but the attempt was made with the Breach Mass Driver doing full damage against vehicles. To put into perspective what kind of damage you're looking at, a Minmatar Commando with maxxed skills does about 701.32 armor damage per round. If you hit the HAV's weak point, you're doing 1051.98 damage per round. Given that you actually -can- aim at weak points instead of having to fiddle with lock times, flight times, terrain, etc... landing all six rounds will come out to a total of 4207.92 to 6,311.88 damage.
Versus all volleys from a Wiyrkomi Swarm which would be 5,683.44.
This also includes the fact that you can use a Breach MD against infantry as well, which is a sizable benefit over the Swarm Launcher which does not have that capability.
This is amazing. I didn't appreciate just how much damage it would do. Looking at the stats, even a Freedom mass driver on a Min commando would do significant damage to a tank. |
Varoth Drac
Dead Man's Game
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Posted - 2015.09.26 17:13:00 -
[288] - Quote
Aeon Amadi wrote: Buffs/nerfs are sort of a misnomer anyway. The foundation provided those buffs/nerfs by pure chance and relative association of legacy numbers, which were awful to begin with. So yeah, some suits got buffed more than others but it was almost entirely because of the way the foundation pulled everything together compared to the chaos that was used prior.
Commandos getting such a substantial buff, for instance, due to whatever the hell the old thinking was for Commandos having upwards of 7/8 second delays with 18hp/s regen which made zero sense. Compared to the Scouts, of which the Caldari already had the highest regen, yes, that would look like a massive buff but it is entirely relative because of those legacy numbers being so hair-brained.
I get why it was done, and it is a good reason. I was just talking about about the effects of the changes.
Aeon Amadi wrote:Varoth Drac wrote: I entirely discount the shield thresholds. If you can explain why I shouldn't that would be great, because I don't think I get it at the moment.
Either that, or everyone's gone, "Oo, shield threshold, that sounds great!" without actually thinking through what it means in game.
I sincerely hope personal incredulity isn't being used as an argument now..? Shield Threshold is a big factor, especially with shield threshold numbers as high as 12. A shield threshold that high means that a Standard SMG at 35m can't break your recharge. A Standard ACR at 70m (it's effective range is 79m, btw) can't break your recharge either. A shield threshold that high means that you'll be able to shrug off most projectile weaponry while still within the optimal range of a Rail Rifle, provided you're using one. That is an enormous benefit because it essentially means the enemy can't defend themselves, no while you're pumping upwards of 70hp/s recharge. Shield threshold is not something that should be so easily dismissed. Especially considering Step Two may, if it is even possible, have some shield modules reflecting increased thresholds. Just adding a bit spice to my post. Only reasoning is being used as an argument. Reasoning and personal opinion. This threshold may be a little relevant on a Caldari assault or logi, I suppose, who may have high regen. In the very rare situations that someone is firing at you at a fair bit beyond their optimal range, with a low damage per shot weapon.
The highest threshold is 11 by the way. Even a standard SMG needs it's efficiency down to about 61% to bring it's damage bellow 11.
Exactly how often, in a scout suit, do you get hit by a weapon doing the equivalent or less damage per shot to a 61% eff standard SMG, in a situation where it is significantly beneficial to have your shield regen uninterrupted? I'm not even sure this has ever happened to me in three years of playing this game.
Varoth Drac wrote: -text walll-
Sorry for the text wall, may have got a little carried away. Just trying to explain about the decloak delay. |
Varoth Drac
Dead Man's Game
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Posted - 2015.09.26 18:08:00 -
[289] - Quote
Aeon Amadi wrote:Let's wait until after the hotfix drops, yeah? And if the shield threshold is 11, my bad, numbers must have changed since I last looked xD No worries. I'm happy to wait and see. I'm looking forward to owning all those players trying to snipe me with their SMGs! |
Varoth Drac
Dead Man's Game
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Posted - 2015.09.27 10:28:00 -
[290] - Quote
Zor, I really wish you'd stop going on about how much better you are than everyone.
It's getting kind of tiresome. |
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Varoth Drac
Dead Man's Game
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Posted - 2015.09.27 11:32:00 -
[291] - Quote
Aeon Amadi wrote:Like fair compensation, wrong is also subjective. If I go over to one player and say, "Swarms or MD?" in this context, the answer will change depending on the person and that's a paraphrased example. Dust 514 and Eve Online have always been less about SP investment and more about SP diversification. You're losing the ability to be both stellar at anti-infantry play (projectile/explosive bonus) as well as anti-vehicle player (swarms) in favor of a bit more focus on the former. While I understand the concern for loss of investment, I don't understand "now have SP in a tree I will no longer use" because if you're insinuating that you were using the Minmando solely for AV purposes then that just adds weight to what was needing fixed I think it's the swarm skill point investment he is concerned about rather than the Minmando. Though I don't think we should limit game improvements due to people skill point investments. |
Varoth Drac
Dead Man's Game
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Posted - 2015.09.27 11:37:00 -
[292] - Quote
IAmDuncanIdaho II wrote: Don't get me wrong I'm appreciative that the Minmando will still have an AV role - that's fine. I'm really looking forward to seeing how that plays out, and it's actually made my Minmando more versatile because I am more effective against infantry now due to not carrying a weapon that can't hurt infantry.
However, I now have SP in a tree I will no longer use. It's worse for others who have SP in a tree they will no longer use, but also no SP in its replacement. It's happened plenty times before and I'm not trying to moan about it - I was really just calling Blaze out over his glossing over of something that is a problem.
I don't like to see things that are wrong but always happen become accepted as the norm. I don't care how many times it's happened in the past; it still shouldn't happen.
I don't agree that the SP is wasted. Yes you may think you won't use the swarm launcher again, and so the SP is wasted. But that's a bit short sighted I think.
There's nothing stopping you from continuing using the swarm launcher. The mass driver doesn't directly replace it. Just because you haven't skilled into a suit with a swarm bonus, doesn't mean you shouldn't use it.
And you never know, you may skill into the Caldari commando at some point, or a different suit that would work nicely with a swarm launcher.
Diversifying your skills is a good thing in my opinion. Yes the SP won't be as useful in the short term. But the impetus to skill new things and make new fittings / tactics, is worth the loss in my opinion.
I get that it kind of sucks, but it would be a shame if game improvements couldn't be implemented due to the SP people have spent. These kind of changes should be limited, but in this case I think it's probably worth it. |
Varoth Drac
Dead Man's Game
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Posted - 2015.09.27 12:30:00 -
[293] - Quote
IAmDuncanIdaho II wrote:Re: SP investments *Good points*
I see what you mean. In an ideal world it would be best to get the SP back for stuff that undergoes significant change. |
Varoth Drac
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Posted - 2015.09.27 13:55:00 -
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noob cavman wrote:It really cheeses my onions when people spout the same recycled fecal fetus arguments about our so called choices. Many people skilled swarms and minmando for the sole purpose of fire and forget av abilities. Thats an easy 6/9 mill sp investment for one role. Yes md is now a (maybe) viable av option. But is it the swarm? No. Its a grenade launcher which acts very differently to swarms.
Now every little bit of sp matters. You have to optimize your roles to be affective and flexible in the ever changing (lol not really) battlefield.
So lets break it down. You have swarms and minmando. To be optimal with a minmando you now need to skill a new weapon. To be optimal with the swams you now need to skill up a new suit.
Yes, but then you'll be optimal with the mass driver and the swarm launcher. Skill refunds in these situations would be good though. |
Varoth Drac
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Posted - 2015.09.28 00:04:00 -
[295] - Quote
Aeon Amadi wrote: Yeah, it sucks, they lost the 10% damage bonus to Swarms and it went to another suit. However, if we had to issue out respecs to every marginalized player who felt shafted over the interim changes we'd be offering free respecs by now.
May I just pull this out of this slightly silly conversation.
This seems like a pretty good reason why CCP doesn't give respecs for changes very often.
It is quite a clear cut situation this time with swarms, but how many people would make a massive fuss about every little change and demand a respec? It already happens quite a lot.
Sadly it's probably just not feasible to give respecs for game modifications for this reason.
It would be nice if Aeon could ask CCP about it, and great if we could get a statement back from CCP. But I think the answer will be a "no" for this reason.
You've got to ask, is the change worth the inconvenience of the players? I think in this case, since swarms will still be pretty good on a Min commando, mass drivers will be effective AV weapons, and the fact that swarm launchers are Caldari weapons, it will be worth it.
I think people just have to accept that, if you are playing an online game, which benefits from continued development (no matter how minimal), things are going to change, and the changes may not always be beneficial to you personally. This is pretty much true of any such online game. |
Varoth Drac
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Posted - 2015.10.02 16:32:00 -
[296] - Quote
Adipem Nothi wrote:Any good reason why not to increase movement speed while crouched? Always aimed with two sticks when sniping in every other shooter I've played.
Why not (1) reduce sniper rifle sway while crouched and (2) increase movement speed while crouched? Removing sway whilst crouched would be good. I don't know about the movement speed, would need to test.
I posted in the thread suggesting +100 base damage (+40%) to proto snipers, what do people here think? Would still be less damage than a Thales.
It seems Breakin doesn't like the idea of headshot one hit kills. Seems a bit odd to me, you can only really get a headshot if someone stands still in the open for a length of time. Even then it's not easy. And a headshot is a OHK most of the time already I think?
I remember Beta, when snipers OHK'd people all the time, or at least 2-hit-killed. It was a real issue you had to deal with. I used to call in the free LAV a lot, just because I knew running across open ground was suicide.
Now if a sniper kills me I just feel unlucky. If they kill me a lot I move to a more covered area. Never do I feel compelled to actually find and kill the sniper. The more snipers they have, the less players they have doing something useful.
With the range nerf it should be possible to go and kill a sniper in most cases. I think a least. What do people think about this? A dropship and a scanner should do the trick.
Personally I've rarely done any sniping. |
Varoth Drac
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Posted - 2015.10.03 20:31:00 -
[297] - Quote
So I tried a dragonfly scout with a standard (no sp) rail rifle. Bridge map dom.
30 kills (20 were probably the rail), 5ish deaths. Thinking I may finally skill into rail rifles. |
Varoth Drac
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Posted - 2015.10.11 12:55:00 -
[298] - Quote
Aeon Amadi wrote:Whats the general thoughts on the chevron not appearing when scanned while cloaked? I.E: You'd still be seen on the map/mini-map but you wouldn't have a bright red beacon pointed at your dome. I think this would only provide a very minor benefit. It would still be almost impossible to function as a scout when scanned.
Removing the chevron when cloaked would mean that, when scanned and cloaked, you could run between cover a little more easily, as it would probably take the enemy slightly longer to target you than if you had the chevron. This may mean you could more easily run away when otherwise you would die. You could then possibly move to attack from a different angle during the focused scanner's long cooldown, meaning they'd have to find you again, unless they are using multiple scanners. Or move to a different area of the map, or get to a supply depot and switch out of your scout suit. Though often it would probably be better to die when scanned, so that you could switch to a different suit.
Beyond this minor benefit I don't see it helping much. At the end of the day, your scout is pretty worthless if the enemy can scan you. It doesn't matter much if they can see a chevron when you are cloaked or not. They'll still know where you are, and can still see you. |
Varoth Drac
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Posted - 2015.10.11 17:01:00 -
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Aeon Amadi wrote:No discussions atm for cloak swap changes. Probably won't be unless there's a really good argument as to why it needs to be changed, with current design intentions considered. That being that the cloak is a navigational tool and not a murder tool.
The two most discussed options to increase Scout viability are 1) No chevrons when cloaked 2) Dynamic profile (less when crouching, more when sprinting, etc). Removing chevrons doesn't offer much in itself because of the cloak mechanic working better when holding still, which sort of defeats the purpose.
That being said, it hasn't been discussed yet, but one of the proposals I have as an addendum is to reverse the cloak transparency effects to offer greater transparency when moving as opposed to holding still. This would increase the value of the 'no cloaked chevrons' feature substantially as you wouldn't be a sitting duck hoping the enemy doesn't know how to find the red dot on the minimap (pro-tip: he will).
Opens up a lot more opportunities for Scouts to do what they need to do. Setting up assassinations, stealth hacks, escape plans, etc. Just thought at the moment though, nothing set in stone. Recent changes with FoxFour unleashed a lot of new fitting options with Assaults, Logistics, and in some cases, Commandos. Scouts can be brought up in non-combat ways like these.
Obviously you should not think that these changes are by any means happening - just idle discussion right now. I'm glad to hear cloaks are being thought about anyway.
Regarding the cloak delay, I'm totally on board with the design goal. That being, scouts should decloak before getting into combat rather than at the start of combat. Thus preventing the cloak from being a "murder tool" and ensuring it's a navigational tool. The thing is, the delay didn't need to be quite so long in order to achieve this goal. Also there were some unintended side effects of the implementation. Shortening the delay a bit would not only make the cloak feel a bit nicer to use, but also lessen the impact of those side effects. I wouldn't advocate shortening it enough to remove the delay disadvantage. It should still be a navigational tool.
I've commented on chevrons already.
Dynamic profiles would be nice for the game overall. Obviously profile whilst sprinting should be equal to what we have now, otherwise this would be horrendous for scouts.
I'm quite interested in the reverse cloak transparency. It certainly would make the cloak much better for moving around the map, which is the point of it afterall. Sometimes I like that it's just camouflage, but often I despair that the cloak seems pointless when people seem to instantly spot me from across the map. |
Varoth Drac
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Posted - 2015.10.11 17:32:00 -
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Llast 326 wrote: I agree with making the cloak less visible while moving. We've had this discussion awhile ago. I think it will do a lot to make the cloak more viable as a tool, not an attack weapon. Right now it does not really perform a solid function, and for that reason there is little incentive to fit it on a scout. Part of the problem is also the delay. It is very clunky and not smooth in animation or function. Inverting the invisibility may make this less of an issue as you are less likely to be spotted and forced into a switch at an inopportune time. So perhaps it it may not need to change, though it is an extremely long delay. Something closer to the transition time between of the HMG or slightly longer than the Breach Flaylock would still be effective at countering the Attack Cloak problem as you would still not be able to fire from the cloak, or initiate the engagement from a cloaked state. I would also note that the cloak delay would be a viable way to balance out scanner usage.
Edit: I (And many others) would like Cloak delay to be looked at. If you could drop that info into a discussion with the CPM and Devs it would be great.
I agree with all of this. |
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Varoth Drac
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Posted - 2015.10.11 18:59:00 -
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Chatting about this in game.
Chevron removal when cloaked: I possibly underestimated how useful this would be in a group situation. I don't think it would be amazing, but may be useful in some situations.
Variable profiles with moving: Nice idea. The baseline for profile when sprinting needs to be the profiles we have now. Slower movement should reduce profile.
Reversing cloak shimmer: Potentially OP. I'm not sure about this, might be good, might be OP.
Cloak delay: Should be a bit shorter. Not too short though as it would be OP. The reason for this is so that actions can be performed more quickly. Actions such as using equipment or using a weapon. Often the window of opportunity to perform these actions is short, waiting to decloak can result in the opportunity passing. Or just that you are vulnerable during this time. Or just that waiting for the cloak delay isn't fun, and is just a bit irritating, especially since it happens whether you are cloaked or not, and is cancelled by sprinting. |
Varoth Drac
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Posted - 2015.10.11 19:10:00 -
[302] - Quote
Aeon Amadi wrote:Chevron removal while cloaked and cloak inversion would probably go hand in hand. If the HP tanking becomes the go-to then other measures would come about as necessary. Impractical to start balancing for something that has not and cannot exist until the cause comes into play for the effect to happen. We don't know if it will happen, or what the extent would be, and hunches/guesses aren't good enough reason to hamstring or omit changes in anticipation of it being broken. Dynamic EWAR is another factor to consider but it'd only work with the chevron removal: http://puu.sh/jNGQz/7e770ebd24.png Namely because it doesn't do much good to crouch and have lower profile just to have the dude walk up and spot your chevron like a sore thumb. Which, that being said, the chevron not working with the cloak would only work if you're not beaming blue because you're not moving. So it's a long line of hand-holding when it comes to a re-worked cloak/ewar system. As far as the delays, again I want to iterate that the choice to cloak should weigh heavily and it should be impractical to limit predator kills. You need to be specific in what the side effects are instead of saying that there are side effects. Only one person has elaborated as to a practical situation, in regards to escaping (choosing between pulling a weapon or sprinting), the rest is just mentioning that there are problems with the cloak delay without explaining what those problems are. Explain it in detail, please. Dynamic EWAR is not dependant on chevron removal, because the chevron only appears if you are scanned. So if being stationary prevents the scan and there will be no chevron.
Side effects of the implementation of cloak delay: 1) You experience the delay when switching to a weapon or equipment whether you are cloaked or uncloaked. It is assumed that you should only experience the delay if you are actually cloaked. 2) Switching to a weapon from cloak whilst sprinting is possible. But if you begin the sprint during the cloak to weapon change, the change is cancelled. However the decloak still occurs, leaving you unarmed and stuck behind the delay, but uncloaked. I hope this clears up the side effects. |
Varoth Drac
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Posted - 2015.10.11 19:13:00 -
[303] - Quote
Adipem Nothi wrote:Varoth Drac wrote: Chevron removal when cloaked: I possibly underestimated how useful this would be in a group situation. I don't think it would be amazing, but may be useful in some situations.
How so? It was suggested to me that, when a group including a cloaked scout is scanned, the scout may well appear on the radar, but the enemy would be drawn to the mercs with chevrons, not the cloaked scout, who could continue with the flank. |
Varoth Drac
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Posted - 2015.10.11 19:37:00 -
[304] - Quote
Adipem Nothi wrote: I can see that being helpful with undampened Scouts, but sufficiently dampened Scouts would (in the vast majority of cases) dodge the scans in the first place, right?
If Scouts are going to get a quick fix, I'd personally prefer something (anything) that'd equally benefit the squishy among us (i.e. those of us who run damps). Changes which encourage Scouts to HP tank or disproportionately benefit Scouts who HP tank make me uneasy. There's plenty enough incentive as is to run HP modules.
That's my two cents, at least.
Very true, though I would hope people would still want the benefit of being dampened to avoid radar totally. The chevron reduction would then just help against the anti-scout focussed scanner.
The direction is a bit wrong though. We are talking about a bonus that helps scouts survive when they are scanned, when the whole point of the scout is that they shouldn't be scanned.
I was relaying what had been said in game though. Some people may like the idea more than me. |
Varoth Drac
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Posted - 2015.10.11 19:42:00 -
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Breakin Stuff wrote:What breaks if we retool the scout cloak bonus to a flat 75% fitting reduction rather than this step tier that allows you to fit a std cloak at scout leve 2 if you forgo modules? Do you mean, instead of a 15% reduction per level, scouts just get a 75% reduction at level 1?
I can't think of how this would break anything at all. In fact it's something that I've suggested before. Much better for new players. It always seemed very unfair that a scout can't really use a cloak properly until level 4 or 5. Even level 4 results in very high cloak fitting costs. |
Varoth Drac
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Posted - 2015.10.11 21:38:00 -
[306] - Quote
Breakin Stuff wrote:My problem with reducing cloak visibility is it is insanely difficult to spot even a running cloaky outside 20m unless your weapon reticle flashes red.
Huh. I wonder if the red reticle not working on active cloaks would do the job. It should really only work if the scout has been detected.
I'm leery of improving scouts madsively because of my own experiences with even my low skill scout suits. I have an easier time murdering people than I do in my sentinels without a cloak.
I don't think it would take much to push them over the top. Spotting cloaks does depend on environment. In my experience they seem to be quite easy to see, though certainly harder than a non-cloaked person. Using a cloak myself, it is very common that I am shot at from long range whilst flanking in a scout. This suggests they aren't that hard to spot.
I definitely don't want them to be OP though. The fact that cloaks are still reasonably spottable means cloak users still have to move in a stealthy way. Trying to stay out of enemy line of sight and sticking close to cover / at range from enemies. It may be a shame to lose that skill requirement.
Removing the red reticle on cloaks might be nice. It won't change much though. Mostly cloaked scouts get attacked because people see the blue, not because of the reticule.
CCP should have the stats on scout performance. I don't feel they need much of a buff, and the numbers should tell the story. Definitely don't want them to be OP. Scouts should be a specialist role requiring skill in stealth and execution, not easy mode. Currently I find it a pretty tricky role. It's more the usability / fun / irritation factor of the cloak that I would like to see improved. It's just that the long delay is a bit slow and clunky, and can be frustrating.
Other buffs, if implemented should be minor. Though I think there is room in the balance for some scanner / Gal logi tweaks, even if this wouldn't be directly a scout buff.
The highest score (kills wise) I've got with a scout was 43 kills, 8 deaths (I think). This was right after 1.8, using a shotgun on a Min scout. Yesterday I went 42 kills and 5 deaths with an advanced Min heavy frame with an advanced burst HMG. Been using scout since beta. Recently skilled into HMG.
Edit: not that I think heavies are easy. I don't at all. Just that I don't think scouts are either. Or are likely to be with some minor changes. |
Varoth Drac
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Posted - 2015.10.12 01:44:00 -
[307] - Quote
Aeon Amadi wrote: Not necessarily. The inevitable problem that has always plagued EWAR is that it's binary. You're either scanned or you're not and there is no way to impact that once you're on the field - you have to change suits. Dynamic Profile is a way to increase opportunities for Player Shaping and add uncertainty factors into the EWAR system so that neither side is 100% guaranteed anything. If you get scanned, try crouching - it might help, it might not. That sort of uncertainty is necessary for the system to have some measure of balance without players feeling punished for not running the perfect fit at the perfect time.
So, in saying that Scouts shouldn't be scanned... Probably not, but they shouldn't be immune to scans either. Needs to be more gray area.
Introducing more grey areas is fine so long as it's implemented well. Knowing where someone is, or not knowing where they are is binary.
Grey areas might be, knowing that someone is there, but not exactly where. Or knowing where someone was, but not where they are now.
The thing is, in Dust at the moment, you essentially know where an enemy is, or you don't. It's a binary system by it's very nature. The only advantage you can have in stealth over another player in Dust, is that the enemy knows where the other players are, but doesn't know where you are. In relation to scanning this means, in order to have a stealth advantage, your teammates need to be scanned whilst you are not.
Dynamic profiles don't really help this, as it would still be the binary "know" or "don't know" where someone is.
Scouts are meant to have a stealth advantage over other suits. A scanner shows you where players are. The only way for a scout to have a stealth advantage in this situation is if the scanner doesn't show where the scout is.
I'm fine with focussed scanners scanning scouts, but I think the range should be reduced so there's a more meaningful tradeoff over other scanners for your ability to counter scouts.
There's no reason to be able to scan scouts with a normal scanner. If this was a simpler game, without modules and profiles etc, scouts would just be immune to scanners by design. |
Varoth Drac
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Posted - 2015.10.12 01:52:00 -
[308] - Quote
Breakin Stuff wrote:Varoth Drac wrote: I wouldn't suggest improving the cloak if CCP's data suggests cloaks are doing well. Or improving scouts if the data suggests they are doing well.
Actually my desire for the cloak is to make it less clunky and frustrating, like providing visual cues which let you know when you can fire (after you've become visible). For scouts I actually am thinking of little quality of life fixes that don't necessarily make them more powerful, but make certain processes less asinine to deal with. I can definitely get behind these kind of changes.
The fact that suits should be buffed or nerfed based on performance data is a separate issue. But an important one nonetheless. |
Varoth Drac
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Posted - 2015.10.13 15:07:00 -
[309] - Quote
So this PC data got me thinking about scouts in PC. I reevaluated my PC Min and Gal fits, focussing on the fact that killing enemies is best done with an assault (not that I was trying to use it as a slayer before).
I'm pleased that I did come up with a number of useful roles and fits for Gal and Min scouts. Mainly uplink placement and destruction, speed hacking, and an interesting outside point defence Min scout making use of the knife bonus. A full stealth Gal scout might also be useful in some cases. All using the cloak, other than on speed deploy fits.
This got me thinking about the Amarr and Caldari scouts. I don't have experience using them, but I was thinking about what advantages they have over other scouts.
Caldari I think should be a good suit, just not quite as good in PC as a Gal scout. I think it would be good in pubs or FW though. It's advantage is passive scans. The dampening bonus puts it very close in role to the Gal scout. I believe this is why it sees little use in PC despite it being a good suit. If the roles overlap, the Gal scout only needs to be a tiny bit better at it than the Cal in order to replace it in PC.
Amarr I think could be good. The stamina bonus needs a buff, especially considering the recent cardiac regulator buff. This could be extended to all biotics as has been suggested a lot, or just a buff to the stamina bonus. The precision could be good I feel, if used as a defence against dampened enemies, but the position of passive scans compared to active scans holds it back.
So what do I think needs to be done to address the Caldari and Amarr scout issue highlighted by the data? Here are my suggested improvements. I know all the ideas have been plagiarised from others. Just stating my feelings on things.
1) Buff range extenders from 15% to 25% at proto tier. This would allow Amarr and Caldari scouts to utilise their unique strengths more effectively. It would also bring an unused module back from the dead. The danger is making logi scans OP. Considering the module used to be +45%, I think a compromise at 25% would probably be ok. The optimal passive scanning logi, with 1 (or 2) precision mod and 3 range extenders would only have unbeatable scans up to 14m.
2) Buff the Amarr scout stamina bonus. Either just increase the current bonus, or make it affect biotics in general.
Possible: If active scans are nerfed slightly, in some way, as is regularly discussed by the general community, the relative usefulness of passive scanning will increase, increasing the value of Amarr and Caldari scouts who specialise in passive scans.
What do people think? I think most here have agreed with these ideas in the past. Do people still like these ideas? Maybe people have better ideas now. Or maybe things should be left as they are? I accept that not everything can be useful in PC. But I still think these are changes that should be thought about. |
Varoth Drac
Dead Man's Game
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Posted - 2015.10.13 18:40:00 -
[310] - Quote
The cloak already affects profile. It used to affect profile a lot more. |
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Varoth Drac
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Posted - 2015.10.16 09:03:00 -
[311] - Quote
IAmDuncanIdaho II wrote:PORT NEWS wrote: After this weeks port announcement, we bring you the highly awaited migration information you've been clamouring for.
Before DUST514 shutdown - Merc assets will be refunded an ISK value - Merc skill books will be refunded an ISK value
As part of DUST514 migration - ISK balances will be transferred to DUST 516 on a 10:1 ratio, with a cap of 35m - BPOs will be transferred as generic vouchers that can be used on the DUST 516 market to buy single unique items - AUR will be transferred as is - SP will be transferred on a 5:1 ratio with a 40m cap
Thanks for coming
Did I just time travel? |
Varoth Drac
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Posted - 2015.10.17 20:34:00 -
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Adipem Nothi wrote:Off Topic: Got to play a few matches again last night. It was fun! No noticeable lag.
Ran mostly biotic CalAssault + Shotgun. Dropped the hive and added an active scanner. I'm getting scanned often, but getting scanned is not a death sentence for Assault suits. With only two shield extenders, I'm pushing nearly 500 shield HP; compared to a Scout, I have tons of time to react when shot. I'm running a couple myofibs, so by "react" I mean hop away and recover ... or hop toward the merc who's pewpewing at me and smash his face. Here's my fit, which I've tweaked slightly since last sharing:
Assault ck.0 HS: Cmp Extenders (x2), Cmp Recharger, Cmp Myofibs (x2) LS: Cmp KinCats (x2), Cmp Regulator PW: Adv Shotgun SW: Adv MagSec EQ: Creodron Proximity Scanner GR: Flux for Skirm, Locus for other modes
This is a different approach to shotgunning from what I've grown accustomed. Attacks from behind seldom favor the target. Frontal attacks are often an option. HMG Heavies are far less threatening. Risks are easier to manage and mistakes are far more forgiving. There are a few drawbacks, but overall it seems to be alot less difficult than running Shotgun Scout. So far, at least.
Note: I've picked up a handful of shotgun scouts with my free-pass unenhanced inner scan ring. I'd estimate these guys have a 50/50 chance of dying. They have to hit me twice; I usually only have to hit them once. If I'm turning before they fire, they've got pretty low odds of success. Chasing an Assault Shotgunner is bad idea, as you're blipping on his TacNet for a good bit of time while closing the gap between 6m and 4m. Found myself in a lower MU skirmish the other day. Got a 26 kill streak in a dragonfly scout with a basic shotgun, defending a CQC objective. Reminded me of the power of passive scans + low profile + shotgun. Particularly against less experienced players.
It occurred to me, as I wasn't making use of my cloak, that I would have been better off in an assault suit. Which then made me think of a possibly great low sp fit:
standard assault militia precision enhancer militia profile dampener Kincats (militia) Shields Armour militia shotgun sidearm
The two EWAR mods effectively put the suit's EWAR equal to my scout, in the absence of active scans. I was probably scanning some at 30m, which this suit won't. But 10m is enough to shotgun someone as they round a corner.
So long as the new(ish) player was able to make use of the radar and chevrons, and stayed away from open spaces, this could be devastating in a low MU match. Particularly skirmish. It's a shame new players can't access an assault suit. Medium frames lack hp, but still could be ok, though not much better than an hp tanked light frame.
Medium frames should get the same base hp as assaults. |
Varoth Drac
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Posted - 2015.10.25 17:35:00 -
[313] - Quote
Adipem Nothi wrote:@ Bastards & Pirates - It's been awhile since we discussed Raids. Does the following summarize an "ideal" system? Did I miss any key points? Care to add anything? *Raid mechanics* I really like this idea. |
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Posted - 2015.10.26 15:19:00 -
[314] - Quote
Where are the nightcore Dust videos people?! |
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Posted - 2015.11.04 11:12:00 -
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Adipem Nothi wrote:Alrighty, gents ... as promised: Google Doc: Hotfix WishlistFeel free to shoot holes and/or help me flesh this puppy out. What am I missing? What did I get wrong? * Intentionally left out the dropsuits tab. Baby steps. Seems alright. I have the following thoughts, but it's probably just a matter of opinion:
Sniper rifles - I don't know about zoom, but they need about 30% - 40% more damage to all tiers except the Thales. Swarm launchers - maybe low tiers need a buff, but proto swarms should not be buffed. Tank/AV balance seems pretty good right now, and is notoriously difficult to balance. Breach shotgun range buff would be nice. I still think buffing the clip size was a bit of a cop out. Reload speed should be buffed, but I don't want them to be OP.
I would love to see small blaster accuracy increased. It should be about equal to the maximum accuracy you get for firing for a while, but from when you start firing. No need for the HMG style inverse dispersion.
Ion pistol + breach flaylock ideas look nice. Nova knives - I'm a bit ambivalent. It would be nice, so long as it didn't affect sprint speed. We don't want people running around with knives equipped just to make them get from A to B faster.
Grenades - ok
Scanners - maybe good suggestions. Warpoints should be team wide. I think the focussed scanner should have shorter range than the others, maybe 50 or 75 meters. It needs more drawbacks so that there is more of a choice in what to equip.
Cloaks - reduced shimmer would be nice. I don't think this is essential, and too little shimmer might be bad. I don't think the unequip delay can be changed because it is they way it has been programmed. If CCP could have done it, this wouldn't be in the game. The best way to get around this problem would be just to reduce the decloak delay. I disagree that a reduction in this would be OP. So long as the delay isn't removed entirely. For example, if they halved the current time it would make the cloak much more user friendly, but the remaining delay, plus the cloak - blind, would prevent the past problems of firing from cloak. I wouldn't recommend reducing it below half. Cloak active dampening - nice as things stand at the moment, though not particularly game changing. To be honest, I think scout profiles should be fixed by removing the suit bonuses to dampening and reducing all scout's base profile by 5db, effectively giving all scouts the profiles of Gal and Cal scouts. Dampening is equally important to all scouts, balance can't exist whilst some have better profiles. Obviously some other scout bonus tweaking would be needed, but I note you intentionally left out a dropsuit change tab.
Buff to range extenders - yes
Narrowing the gap between standard and proto. Interesting, probably a good idea to make the game more enjoyable for the non-elite / newer players (or people who haven't tricked/scammed/farmed their way to wealth). However, there are many more modules that need this a lot more than hp. I'm not against the hp mod suggestions (though the hp creep is real), but please look at other modules as well. Particularly kincats and regen mods come to mind. |
Varoth Drac
Dead Man's Game
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Posted - 2015.11.04 14:41:00 -
[316] - Quote
More balanced scout bonuses:
Gal - 4% precision per level (3 is pretty rubbish, 4 allows unmodded scanning of assaults) Cal - 10% scan range per level Min - 5% hack speed per level Am - 25% stamina and stamina recovery per level (a bit less than a complex module)
Decrease scout base profile by 5db (leaving max skill Gal and Cal scouts the same as now) Increase nova knife damage by 25%.
Thoughts? Seems pretty neat to me. I know the knife bonus is controversial, but I noticed Ghost recently made a post suggesting this knife change, which has been thought about a lot in the past.
Reasons: Currently Gal scout is best. Am scout is bad. This should improve Min and Am scouts relative to Gal and Cal. A buff to range extenders, and possible nerf to active scans, should help Cal scouts, which I don't think are terribly bad at the moment anyway, just too close to Gal scouts to see much PC action. Also, a reduction to the number of bonuses from 2 to 1 (apart from the cloak fitting), and moving them into the base stats of the suits or weapons help new players who haven't skilled all the way into the suit. Balancing EWAR is easier when all scouts have the same profile, without mods. |
Varoth Drac
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Posted - 2015.11.04 18:49:00 -
[317] - Quote
@Apidem
RE: Google Doc: Hotfix Wishlist
When and where possible, I'd personally prefer to see skillshots rewarded over all shots. I freely admit that this is purely a matter of personal preference. Also, a substantial increase to SR base damage would potentially be bad news for Scouts who aren't hp tanking, even when they're cloaked. Cloak is notoriously easy to spot at sniper range. Got popped twice in one match a couple days back while cloaked ... by a MLT Sniper Rifle, no less!
Being killed by snipers is always annoying, like being killed by shotguns, knives or REs. As a fast, stealthy, low hp suit, I'm fine with being weak to snipers, if they can hit me. As for skill shots, I consider a hit with a sniper rifle at skill shot in this game, never mind a headshot.
Will have to agree to disagree on this one. Birds and Tanks would still be free to zip away when engaged; what changes (hopefully) is the HAV's option to simply camp through consecutive swarm volleys. If Swarms are to be a "deterrent" by design, this change would enable high-end swarmers to keep the pressure up on targets who refuse to retreat (i.e. deter effectively).
Agree to disagree.
Breach shotgun Agreed and updated. I don't think there'd be any harm in doing both. If asked to choose, I'd personally prefer range over reload to better differentiate the weapon from the vanilla shotgun. Completely agree on erring on the side of "too little" over "too much" ... don't want an OP Breach Shotgun.
That's why I didn't want the clip increased, the reload speed is still pretty silly. I admit I haven't really tried it since foxfour, but the reload speed hasn't changed so must still be annoying. Perhaps it wouldn't be OP is buffed a bit.
Agreed and added. Please check wording and revise as needed. Expected to see an increase in small blaster usage post-Foxfour. Not sure what actual usage shows (dust.thang.dk hasn't yet updated), but I've not personally observed any increase at all in battle.
Small blasters Great! As I understand it, accuracy is a complex stat made up of a number of factors. Perhaps I should have said dispersion rather than accuracy. If they want to keep inverse dispersion, that's fine. I don't really care which way the dispersion goes, so long as it starts out much better than now, about at the min current dispersion.
Nova Knives
What specifically would it hurt? I think it'd help knifeplay, and I can't think of any specific drawbacks. What am I missing?
It would hurt immersion. Why would I move faster carrying a pair of plasma blades, than carrying an ion pistol.
Scanners Updated. I agree about the Focused Scanner, but I'm thinking we should leave it as is for now. Whether or not the change is needed, the change would be a Scout buff, and we can't put too many of those in the proposal. One might also argue that the Focused Scanner isn't widely enough utilized to warrant a nerf.
Fair enough.
Clacks
You might be right about the delays. I believe the "general delay" was increased from 1 second to 3 seconds. We dumped a bunch of info on this topic onto Aeon a week or so back. Interested to see what comes of it. I think he followed that we're looking to fix the clunkiness and that we're not at all advocating for a return of fire-from-cloak. If you are right -- if the delays are intertwined -- there is likely room for a reduction to the "general delay". Thinking we could get away with 2.5 or even 2 sec without resurfacing the problems observed at 1 sec.
That would be great. Thread in GD recently complaining about delay. More comments in other threads recently by randoms complaining about delay. I'm sure there's some room for speeding it up before we get to insta tanking territory.
Dampening Agreed. But I'm thinking our best bet at getting anything done is to suggest small, easily vetted and implemented adjustments. To suggest a class-wide overhaul would invite too much criticism. I know what you mean. It's a balance though. Changes are often all interconnected, which means sometimes a number of things have to be changed at the same time. That said, I'm happy if the cloak gets improved, other scout changes can wait. Cloaks are reasonably independent. I can be patient for the good of the SSSA (secret scout supremacy agenda). |
Varoth Drac
Dead Man's Game
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Posted - 2015.11.04 20:38:00 -
[318] - Quote
I think you are going to struggle to prevent a buff to lower tier modules from benefiting higher tier suits. Using lower tier mods to save on fitting space is always something that people may do. It doesn't stop such a change from helping new players.
I don't think this is a reason not to improve low tier modules, and I don't think there is a need for a specific solution (if one was even possible).
To be clear on my maths earlier, I was pointing out that in my example Apidem's numbers would result in complex hp mods giving a similar benefit to that of proto weapons. Which I assume is what the goal is. |
Varoth Drac
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Posted - 2015.11.05 09:13:00 -
[319] - Quote
Unhelpful comment - A Gal scout with 3 codebreakers and a dampener is probably the best hacking suit for PC. Though I do also use a Min scout sometimes.
With my Min scout I always have trouble deciding whether to go with 2 codebreakers and a dampener, or 3 codebreakers. I'm using the first one at the moment.
I tend to use the Min scout for outside points where I am less likely to come across a Gal logi, and where a rifle will be useful. I fit shields, knives, combat rifle, flux, cloak and uplink on it. |
Varoth Drac
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Posted - 2015.11.05 09:52:00 -
[320] - Quote
PARKOUR PRACTIONER wrote:Varoth Drac wrote:Unhelpful comment - A Gal scout with 3 codebreakers and a dampener is probably the best hacking suit for PC. Though I do also use a Min scout sometimes.
With my Min scout I always have trouble deciding whether to go with 2 codebreakers and a dampener, or 3 codebreakers. I'm using the first one at the moment.
I tend to use the Min scout for outside points where I am less likely to come across a Gal logi, and where a rifle will be useful. I fit shields, knives, combat rifle, flux, cloak and uplink on it. Think he was trollin and this time, it wasn't me that fell for it. I should have used a quote. I was replying to Harbringerofwar. |
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Varoth Drac
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Posted - 2015.11.05 19:34:00 -
[321] - Quote
Adipem Nothi wrote:Varoth wrote: Narrowing the gap between standard and proto. Interesting, probably a good idea to make the game more enjoyable for the non-elite / newer players (or people who haven't tricked/scammed/farmed their way to wealth). However, there are many more modules that need this a lot more than hp. I'm not against the hp mod suggestions (though the hp creep is real), but please look at other modules as well. Particularly kincats and regen mods come to mind.
At risk of oversimplification ... voila! Google Doc: Tier Progression (Spitballing)Is this something like what you had in mind? I'm personally of the opinion that modules which directly influence TTK (just like weapons) can and should be treated differently from those which do not. For instance, it wouldn't make practical sense (in my mind) to copy the very small step which separates tiers of damage amps and paste that progression over something like codebreakers, cardregs or profile dampeners. Conversely, it wouldn't make practical sense to copy the wide percentage gap which separates tiers of cardregs and paste that progression over damage amps. In other words, it makes sense to have different progressions for different module types. After looking at all the numbers, I'd still argue that tightening the progressions for shield and armor modules (TTK-related modules) would have a greater positive effect on NPE (i.e. low-end vs high-end performance) than tightening non-TTK related progressions. Of course, tightening both could help to some degree ... simply thinking in terms of relative benefit / priority. Very much looking forward to your thoughts (everyone). How about something like this:
50% Standard to Prototype Progression
This is quite a simplistic approach, but I consider that a good thing. I have modelled the tiers on the basis that the gap between standard and proto should be 50% of the standard module, just like your hp mod numbers, and carried this through to all modules. There are some irregularities due to me cleaning up some of the numbers, but I've tried to stick to 50%. Also, just like your proposal, I have tried to maintain as close to a linear progression as I can.
I don't really see why we should have varied progressions, so I think I disagree with you there. Why should we vary the benefit of tiers between modules?
I know what you mean about focussing on hp mods to help new players first, but I don't like the idea go buffing hp mods without buffing everything else at the same time. I don't want to perpetuate king hp, and often it's the utility modules that need the most help at lower tiers.
CPM love their clear, standardised, relationships. This is a great opportunity to implement a simple relationship in a great way. Basically standard + 50% = proto. Easy to understand.
Whether 50% is too small a gap is up for debate. Such a small gap would certainly help disadvantaged mercs and hopefully both improve NPE and battle quality.
Finally, it goes without saying that militia modules should have the same stats as standard, just cost more resources. Unfortunately there are some modules where militia is worse than standard. For example, last I checked, a militia shield regulator is 10% compared to 15% for standard. Making it pretty much pointless. This needs fixing. |
Varoth Drac
Dead Man's Game
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Posted - 2015.11.11 23:11:00 -
[322] - Quote
If I may weigh in at this moment regarding scout tweaks.
There are a few changes I would like to see with scouts. However, the motivation for these changes is not specifically to increase their overall power.
The changes I would suggest would result in a minor improvement to scout effectiveness. I think we are in a place in Dust where there is room for such scout tweaks without causing imbalance as I feel scouts are slightly underperforming at the moment. It may have been difficult to implement these tweaks in the past due to fear of causing imbalance.
The data from Rattati does seem to indicate that there is room for small improvements to scouts. I'm not saying it proves that scouts are particularly underpowered, just that there is room for improvement.
Also there is the logical consideration. Scouts were nerfed repeatedly by comparison with assaults, before assaults were buffed, or before the results of the assault buffs had time to manifest in player behaviour. The extensive buffs to assaults were great, but player opinion and CCP data suggested they were a little on the powerful side. Still, not particularly a problem, as the most versatile suit you would expect them to be used most often. And there have been subsequent tweaks, such as slightly reduced assault speed and buffs to both logis and commandos.
Recently there were the shield regen buffs, which saw substantially greater buffs to mediums and commandos than scouts and sentinels. Not a big issue in the grand scheme of things, and the changes certainly helped shield tanking, as was the goal.
I would argue that these factors, whether I'm right about all of them or not, indicate that there probably is a degree of freedom within game balance for a few scout modifications to improve gameplay, without making them overpowered.
Now, with this in mind the issues I see with scouts that could be improved are as follows.
1. The cloak. When the current cloak delay was introduced most people were very happy that CCP had finally done it. Sure there was crying in GD about it, but overall the community at large was pleased CCP had put an end to firing from cloak. However, the immediate reaction from cloak users (in general) was that, although it was a good thing overall, the delay was a bit longer than was necessary and felt a little slow. This in itself wasn't too bad, but the fact the delay occurred whether you were cloaked or not, and the weapon switch was canceled by sprinting, made the issue a lot worse. This all made the cloak feel quite clunky and awkward. At the time this felt like an unfortunate but acceptable price to pay for the end of cloak insta-ganking and ensuring proper stealth tactics were required. Everyone was still afraid of overpowered scouts to complain too noisily about it. It is quite a different game now. Ideally the delay when decloaked and sprint cancelling issues would be resolved. However I strongly suspect these wouldn't be in the game if CCP were able to prevent them and so I doubt fixing these problems would be possible. What would be possible, and would help with these issues would be speeding up the cloak weapon change a bit. People felt it was too slow from implementation. Now there is room in balance for it to be improved.
2. Scout racial balance. As has been discussed a lot, Gal scout is best. Cal is ok but overshadowed. Min is fun but limited. Am is a bit rubbish. Many suggestions have been put forward about how to improve this. Personally I would go for my profile normalisation approach. The overall philosophy being that scout balance is difficult to achieve when different scouts have different profiles as low profile is essential to all scouts equally:
Set scout base profiles to 30db. Remove scout profile dampening bonuses. Buff Gal scout precision bonus to 4% per level. Remove Min scout knife bonus. Remove Am scout precision bonus. Buff Am scout stamina bonus to 28% per level (equal to complex mod at lvl 5). Buff knife damage by 25% (a more viable weapon on all suits). Buff scan range extenders to 25 (or 30)% at complex.
I think there would be room in the balance for these changes. The overall effects of my racial balance suggestion would be:
Gal scouts would now be able to scan undamped assaults at 30m without scanning modules. Would be more able to scan damped targets if using precision mods. This buff is needed as without it Gal scouts would be left with only 3% per level precision as their only bonus, which would be a terrible bonus and would leave them underpowered comparatively, in my opinion.
Min scouts would now be able to act as scouts on par with Gallente. For example they would be able to properly use their hacking bonus. Currently Gallente scouts are the best speed hackers despite Min having the bonus for it.
Cal scouts are pretty good already, but the buff to range extenders would help them make good use of their passive scan bonus.
Am scouts were originally about stamina. However the bonus has always been a mere fraction of a complex module, compared to other bonuses that are equivalent to or more than a complex module. This buff, combined with the improved profile would make Amarr scouts formidable.
In general I don't believe much needs to be done about EWAR other than the range extender buff. I don't know if active scanners need tweaking much. I would suggest the focussed scanner should have a bit shorter range, but otherwise I don't know.
These are my thoughts on the subject anyway, sorry it's long. I can comment on the non-scout issues in another post. |
Varoth Drac
Dead Man's Game
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Posted - 2015.11.11 23:19:00 -
[323] - Quote
My opinions on other scout tweaks, taken from Apidem's spreadsheet.
Max cloak fitting bonus at level 1. Definitely this. I really hope CCP can implement this somehow. It would be a bit different than any other bonus, which worries me a little.
Cloak active damp buff. Would help with Min and Am scouts, particularly speed hacking. However I consider this a bit of a band aid fix and would rather see my suggested normalised profiles.
Cloak shimmer reduction. Potentially a good alternative way to improve the cloak, so long as it's not over done. Could be a bit controversial.
Am scout scrambler pistol bonuses. A nice idea for an alternative bonus. |
Varoth Drac
Dead Man's Game
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Posted - 2015.11.11 23:45:00 -
[324] - Quote
Adipem Nothi wrote: I think this would work, Varoth.
Thanks. Just my preferred solutions. Other ideas people have come up with are also good. |
Varoth Drac
Dead Man's Game
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Posted - 2015.11.11 23:53:00 -
[325] - Quote
Adipem Nothi wrote:Varoth Drac wrote: Cloak active damp buff. Would help with Min and Am scouts, particularly speed hacking. However I consider this a bit of a band aid fix and would rather see my suggested normalised profiles.
Completely agree. Active cloak dampening is a nice concept, but it was much more relevant with the early cloak designs, where scouts were expected to spend most of their time cloaked.
However the functionality of the cloak has been changed significantly so that it is no longer designed to be used in close proximity to enemies. It is therefore no longer really suited to active dampening, except for in limited circumstances. |
Varoth Drac
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Posted - 2015.11.12 00:31:00 -
[326] - Quote
Thoughts on other issues:
* NPE
I had a nice idea about progression. There's a thread in Feedback about it. Basically involves giving all suits militia yellow framed mods. Potentially the gap between standard and proto could be reduced. Basic frames should be removed. Or at least basic mediums should have assault base stats. Passive skill bonuses should be removed and incorporated in to base suit stats. Only fitting and unlock skills should exist. Players should have to pay (isk) for their advantages, not get them for free like now. Introduce a low meta locked pub match mode. Preferably coop PVE drone combat, but as this is unlikely I'd settle for standard PVP. Matchmaking isn't powerful enough to provide a fun environment for newer / less skilled players.
* EWAR
Buff range extenders. Possibly look at active scanners. Such as increasing cooldowns, reducing focussed and flux ranges, swapping Gal logi precision bonus (maybe).
* War Barges
Passive damage buff is stupid and kind of pay to win. Change for something else, like more ammo reserves or something. Passive rewards should be changed to active reward bonuses. Such as % bonus battle sp gain. % bonus isk earned in battle. The exp weapon lab should consume salvage acquired from battle, not just war barge components.
* Pub Quality
Merge game mode queues. This would improve matchmaking by increasing the player pool. It will also put an end to Domination 514 (please). A meta locked mode would also help. Fix or remove the Gal lag facility.
* Pay Mechanics
Make SKINs work in the warbarge so we can show them off. Cosmetic items are the perfect things to sell in a F2P pvp game. Look at TF2 for example. Reduce price of SKINs, they are a bit much. Keep adding more SKINs.
* PC Design
Reduce no-shows by making corps pay a significant deposit to launch clone packs. Battles must be fought to get your deposit back. Add more maps.
* Interclass Balance
Scouts - see other posts. Sentinels - possibly improve the resistance bonuses (if this is necessary). Such as adding a smaller resistance to all damage types. Slightly improve the burst HMG? |
Varoth Drac
Dead Man's Game
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Posted - 2015.11.12 01:38:00 -
[327] - Quote
Dreis ShadowWeaver wrote: I can't listen to that without thinking of The Fast Show. |
Varoth Drac
Dead Man's Game
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Posted - 2015.11.12 09:44:00 -
[328] - Quote
The key thing about my profile suggestion is that it would not be a buff to Caldari or Gallente profiles. The reduction in base profile by 5db is (functionally) exactly balanced by the removal of the profile bonus.
So there should be no change to the profiles of level 5 Gallente and Caldari scouts. Lower level Gal and Cal scouts will have lower profiles than now, which helps new players.
Min an Am scout's profiles will be reduced compared with now. They will have effectively traded one of their bonuses for this. However, the Min scout will be no less effective with knives since the old bonus will be transferred to the weapon.
It's been debated a lot and I appreciate that removing the knife bonus is a bit of a shame. I think it's an acceptable sacrifice for equal profiles. The Min scout would still be a great suit for knifing, slightly better than it is now. Maybe not 100% the best, but I'd still use knives on it.
I agree with Monk, whilst it's nice to encourage racial weapon fitting, I like for a variety of weapons to be good on a variety of suits. I don't like being directed to certain weapons and modules too heavily. Pushing the knife bonus onto the weapon helps this. As many in the forums have suggested, I'd be in favour of pushing some of the Gallente and Amarr assault bonuses onto the weapons as well. For example, increase AR rate of fire by 10%, reduce Gal assault bonus to 5% rof. |
Varoth Drac
Dead Man's Game
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Posted - 2015.11.12 17:45:00 -
[329] - Quote
One Eyed King wrote:IAmDuncanIdaho II wrote: Yeah not saying I wouldn't run knives on a Minmatar, just that I wouldn't have a reason to run Minmatar over one of the others coz I don't care for the hacking bonus over others. Others that run it for the hacking bonus will still run it. I also count the min speed as a bonus in my book, but the difference between other suits is not enough to use hacking over a different one, so YMMV.
All in all I think having the same baseline for the most important stats (profile) for scouts makes a lot of sense, and it's how it used to be anyway.
This is precisely the point. If knives are equally effective, there is no point to the Minja. You can say what you want about speed hacks, but with all the Low Slots, Gal Scouts can fit enough CBs to hack fast enough. The marginal difference between Gal hacks and Min hacks would not be worth it, in just the same way speed differences are largely irrelevant. You would turn the Min Scout into what the Amarr scout is currently. A scout with unique bonuses no one wants because they can do well enough on the other scouts, plus have advantages Minmatar don't. And considering Minmatar have much less HP, you may as well delete the suit and save the reasources. It is not unprecedented for suits to have weapons bonuses. There are bonuses to AR, swarms, Lasers, Scramlers, things that go boom etc. Tl; Dr Removing the knife bonus and giving it to everyone effectively kills the Minja. You don't think the Min scout's superior speed, stamina, and shield regen would be enough to balance it against a Gal scout's superior hp and passive scans?
Ok, so technically a Gal scout might be slightly better at knifing than Min (probably just a matter of opinion), but does that really matter? The difference would be very minimal.
There would still be variation between the two. Go Min if you want better hit and run capability. Go Gal is you want better scanning and a bit more durability. Both suits would be good with nova knives.
I appreciate that Min scouts suffer a bit if fitted for speed due to their low PG, but the issue is nowhere near as bad as it was. |
Varoth Drac
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Posted - 2015.11.12 22:03:00 -
[330] - Quote
Thanks Monk for quoting me onto the special page (for special people).
As for bonuses, we could remove the hack bonus and keep knives how they are. That would kind of suck though.
Or you could keep knives and hacks and give all scouts a sidearm bonus (maybe).
Gallente - ion pistol overheat recovery / dispersion.
Caldari - bolt pistol charge time / rate of fire.
Amarr - scrambler pistol reload and headshots.
No longer really a simple solution however. |
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Varoth Drac
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Posted - 2015.11.12 22:21:00 -
[331] - Quote
I edited my last post, but forgot I was editing and thought I just hadn't posted it yet. Now people have liked it but I can't remember what it said when they hit like. Hopefully I didn't change it much. Sorry if I did. |
Varoth Drac
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Posted - 2015.11.13 00:14:00 -
[332] - Quote
One Eyed King wrote:Varoth Drac wrote:You don't think the Min scout's superior speed, stamina, and shield regen would be enough to balance it against a Gal scout's superior hp and passive scans?
No. When you are at 200 ish HP, shield don't mean sh*t. It is like the recent shield buff. Adding a few points to the threshold was purely academic, since you have to be quite a distance further than the effective range of a weapon for it to matter. Likewise, I rarely survive being fired upon, because HP is so low. Again, look at the Amarr. Has better Stamina and HP than the Gal, but no one runs it, because you may as well go either Gal Scout, or Assault. The bonus may be unique, but it is so ineffective that it doesn't make up for it's shortcomings. The only way Minmatar would have any role in your scenario would be if Precision were to matter again, in which case it could use it's superior number of High Slots as leverage, yet a Precision bonus was added to Gal, which negates the advantage, so again, Minmatar would be inferior. Firstly, again, because with the number of Lows on a Gal, they can hack and run reasonably well relative to Minjas, with more HP. Secondly, because when hacking, Precision and awareness are important to prevent yourself from being snuck up on, in which case the edge goes to Gal. The only way to do it would even begin to give us a role, would be to ensure that hacking speed margins between us and others were significant enough to make people want it. But let's face it, hacking is a more niche role than knifing, and if someone had to choose a suit that hacked the average speed, but could do other things, and a suit that could hack really really fast, and do not much else, people are going to choose the former. One thing I remember from the 1.0 - 1.7 Uprising (?) days, was that, even considering how few scouts there were ( 5-10%?), 80% of those were Gal scouts. And of those, many chose the role because of knifing. Removal of the bonus not only minimizes the utility of the Minmatar Scout, but it erases it's identity. I'm with you on identity, but I'm not sure I follow your other reasoning. Or perhaps I just disagree.
Are you saying the Gal scout would be better at hacking because of it's passive scans? I'm not sure about that. Most speed hacking takes place when cloaked. I appreciate that some awareness can be helpful, but in crunch situations, such as PC, no passive scanning is going to save you when hacking. It's generally better to be cloaked to give you that extra half second it may take for an enemy to target you, meaning your passive scans are not being utilised. A third codebreaker on a Gal scout would not push it's hack speed beyond a two codebreaker min scout.
As for the passive scan bonus aiding in combat, yes I can see how it would give the Gal scout a slight edge over the Min. However, with the state of scanning in the game at the moment I find it unlikely that this will be a large factor. How many people currently sing praises about the Amarr scout's passive scans?
If hp and regen is not important to scouts (an idea I would challenge), surely the Min scout's greater mobility would be of some value?
OK, the Min scout still has the problem of low PG whilst relying on PG intensive modules. My suggestion was intended to improve the situation. It depends what your goal for the suit is.
If you want to use the Min scout to be the best knifer, the current situation is best. If you want the Min scout to be a scout, my suggested changes would be best. But you would no longer be best at knifing (although better than now). |
Varoth Drac
Dead Man's Game
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Posted - 2015.11.13 09:04:00 -
[333] - Quote
I have six scout fits for PC. Five are Gallente, one is Minmatar. Haven't used the Minmatar fit in PC for a while though. |
Varoth Drac
Dead Man's Game
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Posted - 2015.11.13 19:00:00 -
[334] - Quote
The original vision for the Gal scout was passive scanning. It's original unique bonus was scan range.
The original vision for the Min scout was close combat. It's bonus was melee and knife damage.
The vision for all scouts was to be Ghosts. Before Am and Cal scouts, both Min and Gal scouts had equal profile bonuses. |
Varoth Drac
Dead Man's Game
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Posted - 2015.11.14 09:41:00 -
[335] - Quote
I remember nova knives back when you used them by pressing melee. |
Varoth Drac
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Posted - 2015.11.14 14:43:00 -
[336] - Quote
Kid Chilled wrote:Varoth Drac wrote:I remember nova knives back when you used them by pressing melee. I remember Snipers back when we were feared and hated, and the sniper itself was good. When you called in a free LAV to get from point A to B just so you didn't get sniped? Good times. No sarcasm. Snipers should be buffed and people should htfu about them. I don't even use sniper rifles. |
Varoth Drac
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Posted - 2015.11.14 16:02:00 -
[337] - Quote
I think the Thales is ok, but the other rifles are so far behind it in capability it's silly. |
Varoth Drac
Dead Man's Game
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Posted - 2015.11.14 23:11:00 -
[338] - Quote
Ok, I've done it. Behold!
Scout balancing spreadsheet
This is a spreadsheet bringing together many ideas and feedback we have had about scout balance.
Tab 1: Scout issues. Tab 2: Scout solutions. Tab 3: Bonus idea.
Tab 2 has 5 alternative sets of suggestions for scout modifications that aim to solve the issues presented in Tab 1.
Suggestion 1 would be the least work and the least divisive, but doesn't really solve anything. Just helps. Suggestion 2 I like as I feel it aligns well with CCP's original design for scout racial diversity. Suggestion 3 is probably the least controversial whilst solving/improving many issues. Suggestion 4 is probably the most effective balance-wise, but is also quite controversial. Suggestion 5 is there just to complete the viable combinations.
What do people think? I might post this in Feedback and Discussions at a later date. |
Varoth Drac
Dead Man's Game
2
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Posted - 2015.11.19 21:54:00 -
[339] - Quote
Joel II X wrote:Assault SMG or Vanilla? Assume both at proto, Prof 4, and 2 CPX sidearm damage mods. Which is better at killing the quickest? Assault.
Vanilla has lower fitting costs though. |
Varoth Drac
Dead Man's Game
2
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Posted - 2015.11.30 10:04:00 -
[340] - Quote
On the subject of scout bonuses, may I just repost this.
Scout balancing
I'm thinking I like suggestion 2 the most. |
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Varoth Drac
Dead Man's Game
2
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Posted - 2015.12.02 03:48:00 -
[341] - Quote
Adipem Nothi wrote:Called it! Assault power creep will inevitably lead to Sentinel buffs, which will inevitably lead to even more power creep. And what are the cool kids asking for? Heavy BuffsOf course Heavies are having a hard time against Assaults. Who isn't having a hard time against Assaults? Did we really think we could keep on buffing Assaults and not have these types of problems? Here we are, with yet one more opportunity to break the power creep cycle and get things balanced. So ... are the cool kids clamoring for the obvious solution and our best bet at better balance? Are they finally asking to reign in the Assaults we've oopsie over-buffed? Of course they aren't. They want heavy buffs. I said this before they buffed logis. In fact, I said it before they buffed assaults.
The whole cycle started with OP logis. Then they buffed scouts, sentinels and commandos. Then they buffed assaults.
This should have brought balance, as the last suit to be looked at. I said at the time that adding a slot and 100 base hp was too much of a buff in one go, and that if people started asking for logi buffs we had gone too far and would repeat the cycle.
Look what happened. Assaults became too powerful. People immediately asked for logi buffs. Logis and commandos got buffed. Now the cycle's come round to scout and sentinel buffs. They should have just toned down the assault buff like I suggested before it was released.
Granted it's not as simple as this. And scouts and sentinels have both been nerfed. So it's more "nerf reversal" that needs looking at rather than buffs. But the over buff of assaults was the start of the power creep cycle.
Another cause of problems was that CCP decided to nerf scouts and sentinels before buffing assaults, when it was obvious that assaults needed a buff. I urged CCP and the community many times to have assaults buffed first to avoid this mess. But no, scouts and sentinels were nerfed by comparison assaults. Then assaults had their inevitable buff, leaving scouts and sentinels back to being somewhat poor.
Balance is closer than perhaps ever. But as this happens CCP increasingly need a scalpel rather than a hammer. Incidents like +15% dps to Gal assaults don't give me much hope of this. |
Varoth Drac
Dead Man's Game
2
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Posted - 2015.12.02 10:11:00 -
[342] - Quote
To be fair, I quite like assaults as they are. Plenty of fitting options. Shouldn't have nerfed scouts and sentinels first though. |
Varoth Drac
Dead Man's Game
2
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Posted - 2015.12.02 17:23:00 -
[343] - Quote
Adipem Nothi wrote:Varoth Drac wrote:To be fair, I quite like assaults as they are. Plenty of fitting options. Shouldn't have nerfed scouts and sentinels first though. That's the thing though, Varoth. A new status quo has been established. Assault users would no longer feel that they were in a "good place" if they were no longer outslaying all else with ease and outselling all else by the current ridiculous margins. CPM2 will not give up the ground they've gained, and they will not push for meaningful adjustments to Light or Heavy Frames without also leaning on Rattati to buff Medium Frames. The status quo will be maintained, power creep cycles will continue as they always have, and NPE will maintain its downward trajectory in the wake of ever-growing vet perks. A new norm has been established, and the MedFrame Majority will absolutely not self regulate. I fully expect that MedFrame 514 (2.0) will remain the accepted norm right up until CCP pulls the plug or goofs up again with a 1.8-like overcorrection. This merc is not optimistic. It's not the power relative to other suits I'm referring to. It's the versatility that comes from the number of slots, and the high base hp making hp mods relatively less important than they historically would be. |
Varoth Drac
Dead Man's Game
2
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Posted - 2015.12.02 17:36:00 -
[344] - Quote
Adipem Nothi wrote:Ghost Kaisar wrote:I honestly think you just need to come to terms with the fact that we just have different ideas on how scouts should operate. I am PERFECTLY fine and happy with the state of the scout as of the last time I played.
Can things be improved? Yes. Amarr scout for sure. Range extenders need a buff, Active scanners need tweaking. I'm loving that they are making cloaks more viable to lower SP guys as well.
But the overall THEME of the scout right now I'm fine with.
You're a fast, damped little terrorist with high alpha weapons and you benefit from powerful (If short) passive scans that let you detect enemies without alerting them. Your main goal in fights is to disrupt the enemy by destroying equipment, HVT's, and capturing lightly defended installations and objectives.
I don't feel like any suit can come CLOSE to the scouts power in this, not without severely gimping their capabilities elsewhere, or squandering their own potential. Trying to fit an assault to do this ultimately leads to you to say "Why not just use a scout?"
To me, that's role perfection right there. I'm not stepping on anyones toes, and they're not stepping on mine. To me, that's balance. I understand that you're happy with the general state of scoutplay, but specifically, which Scouts are you happy with and why? Sure, Shotgun GA Scouts still have a place in PC, but how are MN Scouts holding up in competitive play? Are CA Scouts providing the competitive long-range, low-intensity recon their racial bonuses tell us they're designed to provide? What of AM Scouts? What's their job again? Say Rattati buffed Range Extenders. Would that fix AM and CA Scouts? Would a proper Field Commander then field an AM or CA Scouts for passive scans? How would those passive scans compare to the nearest precision-enhanced Logi's, much less a GalLogi's actives? What's you're take on the effect of inner rings on knifeplay given that scans are now shared up to 16x? And how 'bout that cloak? I've said it before, but I'm strongly of the opinion that all scouts, rightfully, fulfil a very similar role. Just like nearly all suits, the classes role is the same across race, but different races achieve it in slightly different ways. There's no need for Cal scout's role to be to provide long range scans for teammates, their role is the same as other scouts, as is the Am scout role.
I think Ghost sums up the scout role very well, though I'd add deployment and redeployment to the list. I think scouts could possibly be a little better at it, and it's not racially balanced, but there isn't too much role bleed from other classes. Assaults can get close, but they certainly can't do everything a scout can do as well as a scout. |
Varoth Drac
Dead Man's Game
2
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Posted - 2015.12.02 17:43:00 -
[345] - Quote
Ghost Kaisar wrote: 1.) Yeah, Min scouts work well in PC. You have to damp like crazy, and the Gal scout is still better, but it works. I'd like to see all scouts have the same level of dampening at 2 damps (READ: Bring them all up), but Gal scouts would go crazy if that happened.
2.) AM scouts have always needed a fix. CA scouts need that range buff, and then yes, they WOULD provide some great long range scans. Even now, a single range amp gets you 50m scans. I want a single range amp to get you to around 60m long range scans on CA scouts, which gives you 30m normal scans and 12m Short scans. 2 Precision mods would get you 31 dB at 60m, 24 at 30m, and 12 and 12m. That's some eWAR right there. Flip side, 1 damp makes you easier to find and you only have 307 shields and no speed. Acceptable losses.
How about this Ghost: Scout profile normalising I'm thinking option 2?
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Varoth Drac
Dead Man's Game
2
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Posted - 2015.12.02 18:00:00 -
[346] - Quote
Professor Mehaffey wrote: I believe that every suit class has a "general role" then when you go to individual races they have their "unique" role. It creates more diversity and also greater game play. Not all scouts should be the same, just like not all logis should be the same, and so on and so forth
That's fine, but "team radar" is a pretty significant role change from "behind enemy lines disruption".
A Cal scout could use it's superior passive scans to help it cause this disruption. Also, all scout's passive scans can help teammates by indicating the locations of enemies, Cal scouts will be better at this. It doesn't need to be the main purpose of the suit.
All sentinels can use HMGs or forge guns effectively. All assaults are excellent at mid range combat. Some are better closer, some are better further away. But it's all essentially the same. All commandos are good for overwatch positions and AV. Granted the Amarr commando isn't in a great place. All logis use equipment to support their team. OK, these are some of the most specialised suits, what with Min reps and Gal scans. Really it's only the Gal logi that becomes particularly specialised in PC though. |
Varoth Drac
Dead Man's Game
2
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Posted - 2015.12.02 18:05:00 -
[347] - Quote
Ghost Kaisar wrote: To be honest, I'm at work right now, and the last thing I want to do right now is more number crunching.
I'll probably look at it later if you want a second opinion.
I only ask because I think it addresses many of your concerns. In fact, it's ideas collected from many people here including you and brought together in what I believe to be a workable solution.
I don't need a second opinion specifically, but any comments from anyone would be nice. Later is fine, but don't worry if you aren't interested. |
Varoth Drac
Dead Man's Game
2
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Posted - 2015.12.02 19:06:00 -
[348] - Quote
It took a while for the effects of the assault buff to fully take affect, as unlike with 1.8 there was no rare free respec. I feel people didn't give it time to settle in before considering further nerfs to other classes.
Another example of misplaced balancing: part of the reason for the HMG nerf was poor ARs. But afterwords ARs were still considered UP, because they weren't changed. Now ARs have been buffed (only for assaults) and this is partly why people are considering sentinel buffs.
Such are the pitfalls of balancing. Hindsight OP. |
Varoth Drac
Dead Man's Game
2
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Posted - 2015.12.04 13:58:00 -
[349] - Quote
Scouts should definately be good at killing, but in their unique way, relying on stealth.
Jolly's rise of scout vid is a good example of scout killing. Moody's 60 bomb is a prime example of what went wrong. This is what assaults should be best at. A scout should have to rely on stealth. |
Varoth Drac
Dead Man's Game
2
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Posted - 2015.12.04 17:42:00 -
[350] - Quote
Adipem Nothi wrote:Varoth Drac wrote:Scouts should definately be good at killing, but in their unique way, relying on stealth.
Jolly's rise of scout vid is a good example of scout killing. Moody's 60 bomb is a prime example of what went wrong. This is what assaults should be best at. A scout should have to rely on stealth. Completely agree. Just watched the duration the "60 bomb" (skimmed over it earlier) ... looked like 1.8 at its worst. Grabbed that one in response to Ghost's "all you need to do is a handful". There's no good reason to limit high kill games to other classes. If a Scout is good enough, there's nothing wrong design-wise with him posting 20+ kills. I agree with this. So long as stealth was necessary to achieve the kills, there is no reason a scout can't get a high kill count.
They will not generally get as high as assaults though by design. That is because stealth kills are less efficient. It is much quicker to point a gun at someone 60m away and blast them, or to run directly at the enemy with a cooked grenade, than it is to stealth through a flanking manoeuvre and perform hit and run. This is particularly true when farming noobs like in Moody's 60 kills video.
The trade-off for that efficiency is a scout's greater mobility and stealth, which brings it's own varied strategic value. Though we must not forget that assaults also bring a lot to the table that scouts don't, without involving killing. The ability to absorb the enemy's attention, tank damage, create a numbers advantage by grouping up, mutual cover and support. These are all things that assaults bring to the table to balance a scout's disruption and ganking ability.
When I decide between assault or scout in a given situation, it is not the question of whether I want to kill the enemy that informs that decision. It is about whether I want to fight with solidarity, or misdirection.
The system will really be working correctly if the combined kills of a scout and an assault are greater than that of two scouts or two assaults.
I like to think of scouts as a specialised suits, whereas assaults are more generalist. That means that assaults will be the best option in the largest number of circumstances, and therefore will perform the best on average and attract the largest number of players. This means scouts are free to be good at what they do, their "particular set of skills", whilst still being less common on the battlefield. |
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Varoth Drac
Dead Man's Game
2
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Posted - 2015.12.04 18:18:00 -
[351] - Quote
So are we considering the triple damped Gal scout?
It's not a worthless suit, I've got one made up in my armoury. BUT, it is hardmode, there's no two ways about it.
I'm quite a fan of scouts being difficult to use, to a point. As a player who has been using scouts since beta, plays near the top levels of competitive Dust, and is specifically asked to run scout often because of my abilities, despite being skilled into and practiced with, a number of other roles, I can say that it is very difficult to use a triple damped Gal scout, even if it can still perform some critical roles well, the game always comes to combat, and combat with the suit is very difficult.
The PC meta has changed a lot over time. It is more balanced than ever, but the city sockets are ruled by speed tanked shotgun assaults, and the outside points are ruled by coordinated groups of rifle assaults. Some maps are ruled by high ground commandos and forge guns. Logis are always useful for their equipment, but the rep+sentinel is suffering a serious squeeze from the biotic shotgun assaults.
This is not pre-1.8, where scouts were as rare as people's understanding of how to fight them. People know how to fight scouts, and are prepared.
On outside points, this means that angles are covered, flanks and rears are watched, cloak shimmers are spotted, players cover each other.
In built up areas the assaults are fast. I can no stress this enough. The speed and regen advantages of scouts are minute compared to what they were, or non-existent. These assaults can not be caught, or escaped from. They will hunt you down. The age old adage that you shouldn't chase a scout no longer really applies. A spotted scout must run and hide and hope the enemy gives up looking.
Myos give suits, particularly mediums, excellent defence from alpha weapons. This is a major factor. In the city my logi will scan any scout around a corner, including the 3x damp Gallente. It will also tank a shotgun round and one-shot the scout with it's shotgun. It is also negligibly slower than the scout and is equipped with a myo providing excellent defence from alpha strikes. And that's just a logi. On outside points my assault can jump onto creates with 360deg view of the surrounding area, outside of knife reach, difficult to hit with a shotgun.
A single damped Gal scout is difficult. A triple damped Gal scout is very situational. |
Varoth Drac
Dead Man's Game
2
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Posted - 2015.12.04 18:31:00 -
[352] - Quote
Ghost Kaisar wrote: I've never said that you shouldn't be dropping 20+ kills, just that its not needed to do your job. I drop 20+ myself from time to time, and I don't feel that the scout is under performing at all. In some scenarios, scouts can be far more efficient at slaying than assaults. Typically in environments with lots of cover and objectives that are fairly close to each other. Cities are scout havens for a reason.
Scouts are definitely not more efficient than assaults at slaying in a city. This was the case for a long time, but not anymore.
Strategic city control and assistance with killing? Yes, good and complimentary to the main force.
Slaying efficiency in a city socket? No, get an assault.
Scouts can slay in the city, but they are definitely not as good at it as assaults. Not that i'm complaining about this. As we have been discussing, slaying efficiency doesn't equal usefulness. And scouts certainly can kill in a city. |
Varoth Drac
Dead Man's Game
2
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Posted - 2015.12.04 18:47:00 -
[353] - Quote
Ghost Kaisar wrote:As I mentioned earlier, 1x damp and 2x damp are all you need for 90% of scenarios. But that last 10%, the 3x damp gal scout makes Gal Logi's RAGE. They get so frustrated when their 4x Focused Scanner suit is useless on you. They keep thinking that they just haven't hit you yet. While they spam scans, you shotgun them in the back Oh, and you can't scan 3x damped gal Scouts. With skills on a Gal Logi, the Proto Focused active scan only gets 15 dB. 3x Damps gets you 14 dB. Yes, but getting that kill is a real struggle.
Maybe I'm too precious about my extra kincat and my reactive plate. To me it seems to make more of a difference than you would think.
Also, sorry for the confusion. I was referring to my passive scans. My Min logi (which I was talking about) scans around corners/in shotgun range at 13db. |
Varoth Drac
Dead Man's Game
2
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Posted - 2015.12.04 19:10:00 -
[354] - Quote
Ghost Kaisar wrote:Varoth Drac wrote:Ghost Kaisar wrote: I've never said that you shouldn't be dropping 20+ kills, just that its not needed to do your job. I drop 20+ myself from time to time, and I don't feel that the scout is under performing at all. In some scenarios, scouts can be far more efficient at slaying than assaults. Typically in environments with lots of cover and objectives that are fairly close to each other. Cities are scout havens for a reason.
Scouts are definitely not more efficient than assaults at slaying in a city. This was the case for a long time, but not anymore. Strategic city control and assistance with killing? Yes, good and complimentary to the main force. Slaying efficiency in a city socket? No, get an assault. Scouts can slay in the city, but they are definitely not as good at it as assaults. Not that i'm complaining about this. As we have been discussing, slaying efficiency doesn't equal usefulness. And scouts certainly can kill in a city. It really depends on how much scan they bring. If they're smart, they will make you run 2x damps which really hampers your defensive and offensive capabilities. If they don't make you damp, you can really abuse your speed and regen. But yes, against MOST teams, Assaults are the way for slaying. Against guys in pubs who don't scan? I'd take the scout any day. That 1x Damp Gal Scout fit I linked is nasty in those scenarios. Again, I have to respectfully disagree. If 21db scans are up, a 1 damped Gal scout is not as good at city slaying as either a 0-damped assault or a triple damped assault. If 15db scans are up then a 0-damped assault is definitely better at slaying than a triple damped scout. If no scans are present then a 0-damped assault is definitely definitely better at slaying than a 0-damped scout, no contest.
You can not abuse a scout's speed and regen over assaults, because it is not noticeably better than an assaults.
A scout is only worthwhile for it's stealth+speed combo, and the speed-deploy race.
Anyway, I seem to be getting dragged into a discussion about scout's overall balance against other suits. I have to say, I don't think Gallente scouts are particularly underpowered compared to assaults. I think there is a little room for some improvements without making them overpowered. But the impetus of this isn't to buff Gal scouts. For example, the precision bonus is useless in most situations. This annoys me and I think it should be buffed just so there's a point to it, not because I think the gal scout is UP. And there is room in the balance for such a buff. The cloak delay is annoying to use being as long as it is. Again, I would like it quickened a little so it's more fun. Not because I want Gal scouts buffed, but I think there is room in the balance for it.
Other racial scouts are inferior to Gallente and should be brought up to their level. I think Am and Min need stealth like Gal scouts. And I'm not sure about Caldari, I don't think they are bad really though. My ideas for fixes range from being as simple as range extender buffs, to as drastic as moving profile dampeners to high slots. But it's not as important as helping Am and Min scouts.
Focussed scanners I think should have another drawback to balance the loss of the squad-only drawback. I recommend range reduction. This is mainly just logic though, to counterbalance an unintended consequence of an unrelated change. Focussed scanners were balanced before, so there's room to put them back to that level of power.
Let me reiterate. Other than these minor issues, I do not think Gallente scouts are troublesomely underpowered. |
Varoth Drac
Dead Man's Game
2
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Posted - 2015.12.04 20:33:00 -
[355] - Quote
Ghost Kaisar wrote:I don't know what made me think of this, but I had an idea.
We had more than a few talks about how scout uplinks should be harder to scan down right? I've been playing EVE and been playing with Covert Ops ships now for a while.
Uplinks are basically Cynos. They're easy to detect and lets people jump from one place to another (Spawn to ground).
So shouldn't scouts have access to covert ops uplinks? Covert op cynos in EVE are like uplinks, except they don't show up on the overview, but only certain ships can warp to them. Since limiting who can spawn on them in Dust is stupid, I came up with this idea.
They would be a new item with different stats. Huge CPU/PG to fit. Scale CPU/PG and skill so that Scout I lets you easily fit Basic Covert Ops uplinks, III lets you fit adv easily and V lets you fit proto easily (And by Easy, I mean comparable to normal uplinks).
They would be very hard to scan. I'm talking sub 20 range for the basic, with proto being as low as 13 (Math needed, I want passive scout scans to pick it up at close range). They also don't have the stupid sound or beam of light. Just a hunk of metal on the ground.
It would have high spawn times and low spawn counts. To counter, the scout carries quite a few of them. They're made so that a scout can wander a city undetected, and drop spawns that won't broadcast where he's at or going. Since Gal Logi's won't be able to sweep the links with their scans, strong scanning scouts would be needed to counter their links. A Cal Scout would be well suited to sweeping these links (And probably be able to find the scout as well).
What do you think?
Can we even make new assets in this game? I like it, sounds like a fun addition.
I've often wondered how the game would be if uplinks were drastically changed. Imagine if there were two types of uplink.
One was carried and allowed players to spawn on you. If you die the link would be lost.
The other type was deployable, but only allowed you to spawn on your own link, and only once. Perhaps this could be your covert ops version - scout only.
You would not be allowed to carry both.
The game would be very different. No more uplink spam to control areas. Vehicle transport would be more important. As would movement across ground, taking the focus away from CQC environments.
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Varoth Drac
Dead Man's Game Preatoriani
2
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Posted - 2015.12.13 21:11:00 -
[356] - Quote
Breakin Stuff wrote: I am currently chewing on the bars in the hope of escape so information can be passed! VIVA LA SOMETHINGFRENCH!
Biomassed will need to move to another timeframe, or I need to get a sunday off.
No promises on the Duke.
and...
Agreed.
Chewing on the bars of oppressive NDA? Interesting. |
Varoth Drac
Dead Man's Game Preatoriani
2
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Posted - 2016.02.03 16:24:00 -
[357] - Quote
So long as radar, stealth, and just generally being a sneaky bastard is in the new game, I'll be happy. Whether I get to play it or not.
o7 |
Varoth Drac
Dead Man's Game Preatoriani
2232
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Posted - 2016.04.20 22:35:00 -
[358] - Quote
Adipem Nothi wrote:Finally getting around to checking out the Valkyrie Forums. Found an iteresting read: https://forums.evevalkyrie.com/t/time-for-some-soapbox-ranting-get-ready/1656Glad to hear that some of the more experienced/skilled members of the community are self-regulating rather than ROFLstomping. Disappointed to hear that they have to. They're essentially "matchmaking" themselves to make for better fights. Side Note: Does anyone else find the layout of Vakyrie Forums to be less efficient than ours and EVE's? Also seems to be missing simple functions, such as "Search Dev Posts". I think the fact there are so few rifts delivered makes the matchmaking difficult. I hope this gets better for them as time goes on. Having AI opponents to flesh out matches must help. Not something we had in Dust.
Nice to hear them helping newbies instead of just saying "git gud".
At least there isn't the massive gear discrepancy we have. I know lots of people like to claim proto gear makes no difference. In my opinion those people are just deluded by their massive egos. |
Varoth Drac
Dead Man's Game Preatoriani
2261
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Posted - 2016.04.22 10:16:00 -
[359] - Quote
Nice to see scouts, cloaks, shotguns and radar are in the demo. What do you think of double jumping? Sounds fun.
By the way, if you look closely at the footage you'll see the shotgun is the "nova shotgun". I guess that means we can have nova knives too? |
Varoth Drac
Dead Man's Game Preatoriani
2267
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Posted - 2016.04.24 22:26:00 -
[360] - Quote
Sounds great. Though I don't see the point of a scan range circle if there's a precision curve. A precision curve means the distance from which someone is scannable is variable, so how can there be a definitive scan range? Unless there's something we don't know about I'd recommend ditching the scan range circle. It might be just a reference point for average detection range, but I think it's just going to confuse people when they get blips outside the circle, or don't get them from enemies inside. |
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Varoth Drac
Dead Man's Game Preatoriani
2274
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Posted - 2016.04.26 01:02:00 -
[361] - Quote
Arkena Wyrnspire wrote:Perhaps the scan precision varies within the circle depending on distance, but there is simply no scanning outside the circle. I guess that could be it. Still seems a bit strange. To maintain variation between heavy and medium suit profiles you would have to get a fair bit closer to a medium than the scan ring to pick them up, which seems like it would be confusing. |
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