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Author |
Thread Statistics | Show CCP posts - 178 post(s) |
iliel
Inner.Hell
66
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Posted - 2014.06.30 03:12:00 -
[1] - Quote
Please also consider the following:
(1) add "you have been scanned" warning when passive scans are detected.
(2) add "scan attempt prevented" warning when passive scans fail.
(3) perhaps also add an Amarr racial bonus: '%X reduction to spawn time per level' - - so that they would be able to challenge Minmatar speed hackers by spawning directly on a contested point before a min scout could hack it. |
iliel
Inner.Hell
66
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Posted - 2014.06.30 04:27:00 -
[2] - Quote
Ghost Kaisar wrote:iliel wrote:Please also consider the following:
(1) add "you have been scanned" warning when passive scans are detected.
(2) add "scan attempt prevented" warning when passive scans fail.
(3) perhaps also add an Amarr racial bonus: '%X reduction to spawn time per level' - - so that they would be able to challenge Minmatar speed hackers by spawning directly on a contested point before a min scout could hack it. Because this would never be abused. In order for this to work, you need to be able to spawn in under 3 seconds. To be useful, it needs to be around 1 second (Due to switching objectives and suits) 1 second spawns are a VERY bad idea. Imagine 6x Amarr scouts in tanked out armor spawning over and over on an objective, spamming links the entire time. They only have to keep the links up long enough for the big boys to spawn in. This could get ugly fast.
I disagree. In pub matches, spawning fast as a scout merely gives you the upper hand in terms of being able to position yourself. Min scouts being faster than other suits have a similar advantage (they too can spam links).
In PC, spawning fast would be useful for keeping links down in distant areas, but would be useless in infested ones. Imagine 6 amarr scouts spawning on a point with a heavy. They'd be devoured over and over.
Anyway, perhaps as fast as a min hack is too much. Perhaps, though some sort of spawn reduction is race specific and would make the suit viable in more competitive play.
(Note: I also considered some sort of Minmatar armor-regen bonus for teammates in a target area. This, however, would completely change the min scout's role; so it would likely be dismissed. A similar gal role could be a dampening bonus to a target area. And the amarr would be bonus to spawns in a target area. These would equalize the suits in terms of their effects.)
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iliel
0uter.Heaven
66
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Posted - 2014.07.02 19:38:00 -
[3] - Quote
If the addition of scan falloffs is possible, then perhaps the balance ought to involve the addition of two new variables in EWAR - - namely, "radius precision" and "radius dampening."
Such a variable would involve a redoubling of the 'if, then' logic of the current precision/profile EWAR by adding to it a specific radius-precision/radius-profile aspect.
For the current EWAR, if one suit's precision is less than another suit's profile, then the latter is scannable passively within the prior suit's scannable range. If not, then it is not scannable at all.
Adding "radius precision" and "radius dampening" variables could mean: if one suit's profile precision is less than another suit's scan profile, but the prior's radius precision is greater than the other suit's radius profile, then the latter suit is only scannable within the range designated by its radius profile. If not, then the latter suit will be scannable within the prior suit's scan radius as such.
Moreover, if one's profile precision is greater than the other's profile, but the prior's radius precision is less than the other's suit's radius profile, then the latter suit is only unscannable within the range designated by the prior's suit's radius precision.
For example, if my profile precision is 15 and my enemy's profile is 16, but my radius precision is 25 and my enemy's radius profile is 23, then I will only scan my enemy within 23 meters. If my radious precision were 22, however, and my scan radius were 50, then I would scan my enemy within 50 meters.
Moreover, if my profile precision were 16, my enemy's profile 15, but my radius precision were 20, my radius itself 50, and my enemy's radius profile 22, then between 20 and 50 meters my enemy would be scannable.
The Amarr Scout, then, could have a bonus to range precision and the Minmitar to range dampening. This would mean that Amarr Scout's would have the ability to scan undampened suits at great range, whereas the Minmitar would only be scannable at close ranges.
Should an addition of new items be possible, then a radius precision enhancer and radius precision dampener should be added - - the prior being high, the latter low. Also, to help balance, Amarr and Min should both be 3 high, 3 low, or Min should be 4 high, 2 low. Or maybe even Amarr as 1 high, 5 low, and Min 5 high, 1 low - - depending on the actual numbers.
Anyway, something to consider if a client-side update is coming at some point or, at least, for Legion. |
iliel
0uter.Heaven
66
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Posted - 2014.07.07 15:48:00 -
[4] - 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.
What I said: https://forums.dust514.com/default.aspx?g=posts&m=2238902#post2238902.
Now all you need is something to make Min's scannable only at close ranges (counter to Amarr). |
iliel
0uter.Heaven
127
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Posted - 2014.08.26 03:11:00 -
[5] - Quote
CCP Rattati wrote:Cat Merc wrote:So why are Gallente getting precision? Can someone explain to me the thinking here?
What will its effects be? so it can get decent precision with their 2H slots, if that's what they want. Its a supplementary second skill to make sure all of them have two and to even the playing field. that's also why cal is getting a dampening bonus.
please swap the precision bonus on gal for a bonus to shotgun dmg or rof.
the precision bonus literally only affects the min scout. because of it, a gal scout can run 2 comp prec, 1 comp damp, 1 ferroscale, and 2 kin cats, 1 proto cloak and be unscannable to min scout (while cloaked) yet can scan min scout even if the min uses all of its slots. I mean knives are fun in pubs just because it's funny to kill people with them, but if one needs to pick between always scannable knives and unscannable shotgun in a 1v1 I assume one would be the shotgun.
for me the best balance is to give the gal a scout-weapon-specific dmg bonus similar to the min's nk dmg bonus. |
iliel
0uter.Heaven
147
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Posted - 2014.09.01 15:21:00 -
[6] - Quote
CCP Rattati wrote:On snipers,
My main assumption was that Thale's zoom was the major problem, i.e. only counterable by another Thale.
Riddle me this, Appia specifically and Symbiotik if you are here.
1)How far can you really shoot with the Thale's, what are regular and necessary ranges, 400, 500 or 600, to be an effective, team helping sniper?
2) Pretend we reduce the Thale's zoom down to whatever proto is right now. Is the zoom the limiting factor on range or would you need to within 400 metres anyway with proto zoom?
3) If we buff headshot damage so that a proto sniper can down a sentinel in 2, or even 1 and and a body shot, you really only need to have 300 to 450 range, right? Since you don't have the Thale zoom anymore?
4) Why only cal sent right now, I didn't do the math, but galogis with 3 dmg mods would seem ok? Is there ever a case for a long range scout sniper?
5) I would prefer that the tactical sniper could be a scout "shoot and relocate" weapon, that can be effective outside of Rail Rifle and Laser range. Is there a way? Reduced sway maybe, but not quickscoping. If you are being chased, a body shot and followup with smg should be scary to the chaser.
300 meters won't be enough of a nerf. Look at the map with five points, tall tower in middle, with an L shaped pipe beside it (on skirmish, B is under the pipe and A is across a bridge also in view of the pipe). A sniper on the side that spawns in the MCC near E can camp up the mountains behind their MCC so that they have eyes on all A and most of B. As a scout, I know that they can one shot me.
Wouldn't it be much easier to just force players NOT to fight in the redline - - like by adding an allied redline timer. Or give me 5 minutes of invulnerability to their redline timer so that I can go melee the redline sniper to death just for ruining what would be a fun match.
P.S. The only sniper I've EVER seen being relevant in a PC match in this game is Symbiotic. And he did it with pre- and post-Charlie mechanics. So Rattati either go with your gut about how they feel in pubs or ask Symbiotic how they could be useful in PC. |
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