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Pseudogenesis
Nos Nothi
2303
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Posted - 2015.03.21 04:51:00 -
[32071] - Quote
If anyone wants to indulge my opinion on the matter of scout balancing:
I think that if you're going to want to make big sweeping changes like this then you need design goals. Goal-oriented design is one of the strongest methods in game design and it's the best way to keep on track. These suggestions are all over the place, and frankly I think they're pretty sloppy. I propose that we come up with some goals and parameters before we decide on any changes. By goals I mean intended final outcomes, and by parameters I mean rules that we can't violate with our suggestions. Shotty does do this a bit but I'm not sure it's enough. So let's do some brainstorming:
- I see lots of ideas here and some are better than others but a lot of them miss the point of the bonus system. ALL bonuses reinforce their given suit's overall role in its class. The sentinel bonuses all make the sentinels tanky and defensive, the commando bonuses all increase raw stopping power, the assault bonuses all increase combat flexibility, and the logistics bonuses all increase effectiveness with a certain type of equipment. Scout bonuses should therefore improve Scoutliness: Running, hiding, (passive) scanning, jumping, hacking, assassinating. Anything that doesn't pertain to that shouldn't be a bonus, and I think that also applies to bonuses that only apply to a single EQ or weapon. It's alright for Logis because that's the easiest way to specialize them, but it's not a good idea for scouts, and we already have a single-equipment bonus in the cloak bonus. Efficacy bonuses to REs or Shotguns or direct combat effectiveness are a bad idea full stop.
- I think that attempting racial balance and class balance simultaneously is a terrible idea. Establish racial parity within a class so that the entire class is evaluated at a similar/equal baseline, and then move forward with attempting to bring the class in line with the rest of suits (if it even needs to be brought in line at all.)
- If the suit already has a role, then we must not change that role unless absolutely necessary. I've seen this time and time again in multiplayer games with an iterative model of development: If you drastically alter or remove a niche that a significant portion of the playerbase already enjoys, then you have made a terrible mistake. I've been on the wrong end of this kind of change before, and it SUCKS. It's the kind of change that makes you want to quit the game, or at the very least makes you enjoy it much less. So that being said: Galscout needs to be the king of dampening, Calscout needs to be the king of range, and Minscout needs to be the king of hacking and knifing. If you change any of these roles there will be backlash, guaranteed. I think the Amscout's bonus can be reworked because, frankly, I doubt anybody but Amarr purists use the Amscout for anything.
- In the same vein, I think unnecessary sweeping changes to multiple things unrelated to the dropsuits is unnecessary. Cloak changes, dampener changes, scanner changes, etc should not be made unless they are absolutely the best option.
- Role bleed needs to be avoided. To me, this means ensuring that none of the scouts get any kind of bonus to direct combat efficacy, but the same probably applies to equipment bonuses.
- Finally, I think the consensus is that the order of effectiveness is Galscout > Calscout > Minscout >Amscout. Also - and this is obviously much more opinion-oriented so I'm open to debate - I think the balance of the minscout is the standard that the scouts as a whole should be balanced around. If not the minscout then probably the calscout, but I think it would be a lot harder to bring all scouts to the level of the calscout than it would to bring them to the minscout's.
So now we have our goals and parameters:
Goals: - Bring racial balance to the scout class - Do this without infringing on the role of other classes - Bring all scouts in line with the minscout or calscout (?) - Address galscout supremacy without drastically altering the suit Parameters/Rules: - Do not significantly alter or discard the niches of the galscout, calscout or minscout - Do not alter non-dropsuit things unless necessary or for the best - Do not implement bonuses which are not specifically focused on doing scout things - Do not implement bonuses which only affect one weapon or equipment - Do not implement bonuses which directly improve combat effectiveness - No more than two bonuses per racial dropsuit (Rattati's Rule)
I think this is a fair list. You guys are fair to dispute any of the items on the list, though. In the mean time, my next post will be suggestions for balance with these goals in mind.
Stabby-stabber extraordinaire Gû¼+¦GòÉGòÉn¦ñ
I stabbed Rattati once, you know.
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Adipem Nothi
Nos Nothi
8070
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Posted - 2015.03.21 04:58:00 -
[32072] - Quote
Shoot scout with yes.
- Ripley Riley
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Pseudogenesis
Nos Nothi
2304
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Posted - 2015.03.21 05:04:00 -
[32073] - Quote
Adipem Nothi wrote:Another Idea (sorry, Pseudo) This is the second wall of text about a game I've written today. I don't know what's wrong with me. I'm not usually this productive, it's a little scary.
(Oh and I don't mind, this third great wall is gonna take a bit)
Stabby-stabber extraordinaire Gû¼+¦GòÉGòÉn¦ñ
I stabbed Rattati once, you know.
|
Adipem Nothi
Nos Nothi
8070
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Posted - 2015.03.21 05:06:00 -
[32074] - Quote
Pseudogenesis wrote: - If the suit already has a role, then we must not change that role unless absolutely necessary. I've seen this time and time again in multiplayer games with an iterative model of development: If you drastically alter or remove a niche that a significant portion of the playerbase already enjoys, then you have made a terrible mistake. I've been on the wrong end of this kind of change before, and it SUCKS. It's the kind of change that makes you want to quit the game, or at the very least makes you enjoy it much less. So that being said: Galscout needs to be the king of dampening, Calscout needs to be the king of range, and Minscout needs to be the king of hacking and knifing. If you change any of these roles there will be backlash, guaranteed. I think the Amscout's bonus can be reworked because, frankly, I doubt anybody but Amarr purists use the Amscout for anything.
Very well put. Agreed.
Shoot scout with yes.
- Ripley Riley
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Adipem Nothi
Nos Nothi
8071
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Posted - 2015.03.21 05:15:00 -
[32075] - Quote
Pseudogenesis wrote:
So now we have our goals and parameters:
Goals: - Bring racial balance to the scout class - Do this without infringing on the role of other classes - Bring all scouts in line with the minscout or calscout (?) - Address galscout supremacy without drastically altering the suit Parameters/Rules: - Do not significantly alter or discard the niches of the galscout, calscout or minscout - Do not alter non-dropsuit things unless necessary or for the best - Do not implement bonuses which are not specifically focused on doing scout things - Do not implement bonuses which only affect one weapon or equipment - Do not implement bonuses which directly improve combat effectiveness - No more than two bonuses per racial dropsuit (Rattati's Rule)
These are fair. I agree that we should focus on Racial Parity before Class Parity. Wouldn't mind seeing the 3 underperformers brought up to Gal standards. If that isn't possible, then perhaps knocking the GalScout down a peg is the appropriate course.
Shoot scout with yes.
- Ripley Riley
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FLAYLOCK Steve
Nos Nothi
592
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Posted - 2015.03.21 05:19:00 -
[32076] - Quote
Adipem Nothi wrote:Pseudogenesis wrote:
So now we have our goals and parameters:
Goals: - Bring racial balance to the scout class - Do this without infringing on the role of other classes - Bring all scouts in line with the minscout or calscout (?) - Address galscout supremacy without drastically altering the suit Parameters/Rules: - Do not significantly alter or discard the niches of the galscout, calscout or minscout - Do not alter non-dropsuit things unless necessary or for the best - Do not implement bonuses which are not specifically focused on doing scout things - Do not implement bonuses which only affect one weapon or equipment - Do not implement bonuses which directly improve combat effectiveness - No more than two bonuses per racial dropsuit (Rattati's Rule)
These are fair. I agree that we should focus on Racial Parity before Class Parity. Wouldn't mind seeing the 3 underperformers brought up to Gal standards. If that isn't possible, then perhaps knocking the GalScout down a peg is the appropriate course. if you knock the gal scout down a bit, it will suffer, scouts aren't that good now |
Adipem Nothi
Nos Nothi
8071
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Posted - 2015.03.21 05:23:00 -
[32077] - Quote
FLAYLOCK Steve wrote: if you knock the gal scout down a bit, it will suffer, scouts aren't that good
Racial Parity should be the first priority. Even if that means taking a performance hit over the next build or two. Hopefully it won't come to that.
Shoot scout with yes.
- Ripley Riley
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1315
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Posted - 2015.03.21 05:43:00 -
[32078] - Quote
Pseudogenesis wrote:If anyone wants to indulge my opinion on the matter of scout balancing:
I think that if you're going to want to make big sweeping changes like this then you need design goals. Goal-oriented design is one of the strongest methods in game design and it's the best way to keep on track. These suggestions are all over the place, and frankly I think they're pretty sloppy. I propose that we come up with some goals and parameters before we decide on any changes. By goals I mean intended final outcomes, and by parameters I mean rules that we can't violate with our suggestions. Shotty does do this a bit but I'm not sure it's enough. So let's do some brainstorming:
- I see lots of ideas here and some are better than others but a lot of them miss the point of the bonus system. ALL bonuses reinforce their given suit's overall role in its class. The sentinel bonuses all make the sentinels tanky and defensive, the commando bonuses all increase raw stopping power, the assault bonuses all increase combat flexibility, and the logistics bonuses all increase effectiveness with a certain type of equipment. Scout bonuses should therefore improve Scoutliness: Running, hiding, (passive) scanning, jumping, hacking, assassinating. Anything that doesn't pertain to that shouldn't be a bonus, and I think that also applies to bonuses that only apply to a single EQ or weapon. It's alright for Logis because that's the easiest way to specialize them, but it's not a good idea for scouts, and we already have a single-equipment bonus in the cloak bonus. Efficacy bonuses to REs or Shotguns or direct combat effectiveness are a bad idea full stop.
- I think that attempting racial balance and class balance simultaneously is a terrible idea. Establish racial parity within a class so that the entire class is evaluated at a similar/equal baseline, and then move forward with attempting to bring the class in line with the rest of suits (if it even needs to be brought in line at all.)
- If the suit already has a role, then we must not change that role unless absolutely necessary. I've seen this time and time again in multiplayer games with an iterative model of development: If you drastically alter or remove a niche that a significant portion of the playerbase already enjoys, then you have made a terrible mistake. I've been on the wrong end of this kind of change before, and it SUCKS. It's the kind of change that makes you want to quit the game, or at the very least makes you enjoy it much less. So that being said: Galscout needs to be the king of dampening, Calscout needs to be the king of range, and Minscout needs to be the king of hacking and knifing. If you change any of these roles there will be backlash, guaranteed. I think the Amscout's bonus can be reworked because, frankly, I doubt anybody but Amarr purists use the Amscout for anything.
- In the same vein, I think unnecessary sweeping changes to multiple things unrelated to the dropsuits is unnecessary. Cloak changes, dampener changes, scanner changes, etc should not be made unless they are absolutely the best option.
- Role bleed needs to be avoided. To me, this means ensuring that none of the scouts get any kind of bonus to direct combat efficacy, but the same probably applies to equipment bonuses.
- Finally, I think the consensus is that the order of effectiveness is Galscout > Calscout > Minscout >Amscout. Also - and this is obviously much more opinion-oriented so I'm open to debate - I think the balance of the minscout is the standard that the scouts as a whole should be balanced around. If not the minscout then probably the calscout, but I think it would be a lot harder to bring all scouts to the level of the calscout than it would to bring them to the minscout's.
So now we have our goals and parameters:
Goals: - Bring racial balance to the scout class - Do this without infringing on the role of other classes - Bring all scouts in line with the minscout or calscout (?) - Address galscout supremacy without drastically altering the suit Parameters/Rules: - Do not significantly alter or discard the niches of the galscout, calscout or minscout - Do not alter non-dropsuit things unless necessary or for the best - Do not implement bonuses which are not specifically focused on doing scout things - Do not implement bonuses which only affect one weapon or equipment - Do not implement bonuses which directly improve combat effectiveness - No more than two bonuses per racial dropsuit (Rattati's Rule)
I think this is a fair list. You guys are fair to dispute any of the items on the list, though. In the mean time, my next post will be suggestions for balance with these goals in mind.
You make some good points, however I do think bad roles should not be necessary kept. Some of these roles were not the same before and many other classes have been iterated on to reach the point are at currently.
Overlord of Broman
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Pseudogenesis
Nos Nothi
2305
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Posted - 2015.03.21 05:44:00 -
[32079] - Quote
Pseudogenesis wrote: Goals: - Bring racial balance to the scout class - Do this without infringing on the role of other classes - Bring all scouts in line with the minscout or calscout (?) - Address galscout supremacy without drastically altering the suit Parameters/Rules: - Do not significantly alter or discard the niches of the galscout, calscout or minscout - Do not alter non-dropsuit things unless necessary or for the best - Do not implement bonuses which are not specifically focused on doing scout things - Do not implement bonuses which only affect one weapon or equipment - Do not implement bonuses which directly improve combat effectiveness - No more than two bonuses per racial dropsuit (Rattati's Rule)
Now that we've come up with some goals, we can talk proposals. I like to think of myself as an "idea man" (as pretentious as that sounds) and I'm absolutely awful with numbers and nitty gritty details, so I'll let you guys do the h¦¦a¦¦r¦¦d¦¦ ¦¦w¦¦o¦¦r¦¦k¦¦ specific tweak suggestions. This post will be more opinioney than the other one and is basically just me thinking out loud.
The easiest way to start this party is looking at the galscout. I think this suit should be addressed before any other because it's caused so many problems in the past. It is clear that the main reason for galscout supremacy is that a) it has the most effective bonus for scouts and b) the rest of the suit is too powerful in conjunction with the bonus. There are two paths that we can take to address the galscout, then: Toning down the bonus, or toning down the rest of the suit. Each has its pros and cons. Toning down the bonus is definitely easier, and is less likely to break the suit, but it might not be enough, and it might homogenize the galscout too much. On the other hand, tweaking the suit will address the versatility of the galscout better, but it's harder to get right.
Potential changes to the suit are reducing movement speed, stamina, slots, scan precision, profile, CPU/PG and base HP. Potential changes to the bonus are reducing its effectiveness or making it efficacy-based. Personally I like the idea of making it efficacy-based, since the galscout's strength is in using less slots than the other scouts in order to achieve proper dampening. However I don't know about the logistics of such a thing and obviously haven't run the math so it might not be feasible.
For the calscout, it seems in a decent spot, but it's probable that it would just become the best scout if only the galscout were nerfed so it's worth exploring changes as well. I assume its bonus is okay, not great but not bad, but it still might benefit from changing the bonus to be efficacy-based as well. I also assume that its slot layout (and broken hitbox?) is the biggest part of what makes it effective. To be honest I don't know enough about the calscout to comment much on its balance.
For the minscout, I like the position it's in right now and feel as though it's the most balanced scout but I could be wrong. If I were to buff it I would increase the PG and maybe CPU, increase base movement speed (including walk speed?) and maybe moving codebreakers to highs, but that breaks one of the parameters and belongs to a different discussion altogether. The bonuses are fine. If you try to change the bonuses bad things will happen to you. Moving on!
For the amscout, I again don't know enough about what makes it bad so I can't comment too much on it but I love the idea of a biotics scout, and it seems like a good candidate to receive the bonus. An efficacy with kincats, myofibrils and cardiac regs has great potential for a scout role and I can't imagine it being overpowered unless the numbers are just horribly done. However it's a bit hard to implement because a % increase to the effectiveness of 3 separate modules (two of which have 2 different functions) is very tricky to balance, and having a different % increase for every different module is silly. Also, I don't know if this goes against the Amarr's overall racial flavor. Its original bonus could also just be increased, although that's pretty dangerous and I dunno if it would do much to help the suit.
TL;DR I say vague things about scouts and flail my arms around
Stabby-stabber extraordinaire Gû¼+¦GòÉGòÉn¦ñ
I stabbed Rattati once, you know.
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Pseudogenesis
Nos Nothi
2306
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Posted - 2015.03.21 05:50:00 -
[32080] - Quote
Ares 514 wrote:You make some good points, however I do think bad roles should not be necessary kept. Some of these roles were not the same before and many other classes have been iterated on to reach the point are at currently. This is true, and I did address this when talking about the Amarr scout. I think it's the only scout that basically needs a rework. The minscout is beloved and works well in its niche, the galscout is very popular because of what it does well. The calscout is arguably the most homogenized in terms of role but I think its bonus does help it to stand out from other scouts, if only a little.
Stabby-stabber extraordinaire Gû¼+¦GòÉGòÉn¦ñ
I stabbed Rattati once, you know.
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Adipem Nothi
Nos Nothi
8136
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Posted - 2015.03.21 06:01:00 -
[32081] - Quote
@ Pseudo
What makes the GA and CA more competitive than MN is that the former can beat 21dB Scans with 1 less damp. That's pretty much it. If the three needed the same number of damps to beat 21dB, they'd be very close to balanced. If the AM had a half decent bonus and needed the same, he'd be right there with them. The more I think about it, the more I think the key the Racial Parity will be found by (A) eliminating of the profile bonus or (B) duplicating of the profile bonus (i.e. class efficacy to damps).
Shoot scout with yes.
- Ripley Riley
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Pseudogenesis
Nos Nothi
2312
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Posted - 2015.03.21 06:03:00 -
[32082] - Quote
Adipem Nothi wrote:
Another Idea
CalScout: +X% Zoom Fidelity to Scoped Rail/Hybrid weaponry
^ Is Scoutly. Is not a direct combat bonus.
Would include Sniper Rifles, Rail Rifle, Bolt Pistol. Would not include Assault Rail Rifle, MagSec.
This is an interesting suggestion, but I think it would actually hinder some calscouts. Extra zoom isn't always a good thing, and there's literally no way to turn it off other than using a racial basic or respeccing.
Stabby-stabber extraordinaire Gû¼+¦GòÉGòÉn¦ñ
I stabbed Rattati once, you know.
|
Adipem Nothi
Nos Nothi
8136
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Posted - 2015.03.21 06:06:00 -
[32083] - Quote
Pseudogenesis wrote:Adipem Nothi wrote:
Another Idea
CalScout: +X% Zoom Fidelity to Scoped Rail/Hybrid weaponry
^ Is Scoutly. Is not a direct combat bonus.
Would include Sniper Rifles, Rail Rifle, Bolt Pistol. Would not include Assault Rail Rifle, MagSec.
This is an interesting suggestion, but I think it would actually hinder some calscouts. Extra zoom isn't always a good thing, and there's literally no way to turn it off other than using a racial basic or respeccing.
Use the ARR?
Shoot scout with yes.
- Ripley Riley
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Pseudogenesis
Nos Nothi
2312
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Posted - 2015.03.21 06:06:00 -
[32084] - Quote
Adipem Nothi wrote:@ Pseudo
What makes the GA and CA more competitive than MN is that the former can beat 21dB Scans with 1 less damp. That's pretty much it. If the three needed the same number of damps to beat 21dB, they'd be very close to balanced.
The more I think about it, the more I think the key the Racial Parity is (A) elimination of or (B) duplication of the profile bonus.
I figured as much, but I wasn't sure whether this was a thing so I neglected to mention it. It's kind if ludicrous though, especially on the calscout. It's not even part of its bonus, it just gets it for free. I do agree though, the ability for some scouts to avoid scans straight up better than the others seems like the biggest obstacle in the way of scout balance.
Stabby-stabber extraordinaire Gû¼+¦GòÉGòÉn¦ñ
I stabbed Rattati once, you know.
|
XxBlazikenxX
Y.A.M.A.H
580
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Posted - 2015.03.21 06:08:00 -
[32085] - Quote
Pseudogenesis wrote:Adipem Nothi wrote:
Another Idea
CalScout: +X% Zoom Fidelity to Scoped Rail/Hybrid weaponry
^ Is Scoutly. Is not a direct combat bonus.
Would include Sniper Rifles, Rail Rifle, Bolt Pistol. Would not include Assault Rail Rifle, MagSec.
This is an interesting suggestion, but I think it would actually hinder some calscouts. Extra zoom isn't always a good thing, and there's literally no way to turn it off other than using a racial basic or respeccing. This is true. I would not want this unless rail rifle and bolt pistol got a range buff, and I don't think that anyone wants those weapons to have a range buff, they do enough damage at range as it is.
Terrestrial Combat Officer of Y.A.M.A.H
Recruitment, Free BPOs!
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Adipem Nothi
Nos Nothi
8139
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Posted - 2015.03.21 06:10:00 -
[32086] - Quote
Pseudogenesis wrote:Adipem Nothi wrote:@ Pseudo
What makes the GA and CA more competitive than MN is that the former can beat 21dB Scans with 1 less damp. That's pretty much it. If the three needed the same number of damps to beat 21dB, they'd be very close to balanced.
The more I think about it, the more I think the key the Racial Parity is (A) elimination of or (B) duplication of the profile bonus.
I figured as much, but I wasn't sure whether this was a thing so I neglected to mention it. It's kind if ludicrous though, especially on the calscout. It's not even part of its bonus, it just gets it for free. I do agree though, the ability for some scouts to avoid scans straight up better than the others seems like the biggest obstacle in the way of scout balance.
Rattati normalized Scout EWAR with Hotfix Charlie. If AM, CA or GA ran straight damps, they'd have similarly competent profiles. If AM, CA or GA ran straight precision, they'd have similar competent scan precision levels. If AM, CA or GA ran straight range extenders, they'd have similarly competent scan range. Each EWAR Scout had a slight advantage in his respective department.
The 2-low CalScout needed the profile bonus for normalization to work (as well as to beat baseline scans). Normalization is the same reason the GalScout has a slight bonus to scan precision.
Shoot scout with yes.
- Ripley Riley
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Pseudogenesis
Nos Nothi
2317
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Posted - 2015.03.21 06:11:00 -
[32087] - Quote
Adipem Nothi wrote:Pseudogenesis wrote:Adipem Nothi wrote:@ Pseudo
What makes the GA and CA more competitive than MN is that the former can beat 21dB Scans with 1 less damp. That's pretty much it. If the three needed the same number of damps to beat 21dB, they'd be very close to balanced.
The more I think about it, the more I think the key the Racial Parity is (A) elimination of or (B) duplication of the profile bonus.
I figured as much, but I wasn't sure whether this was a thing so I neglected to mention it. It's kind if ludicrous though, especially on the calscout. It's not even part of its bonus, it just gets it for free. I do agree though, the ability for some scouts to avoid scans straight up better than the others seems like the biggest obstacle in the way of scout balance. Rattati normalized Scout EWAR with Hotfix Charlie. If AM, CA or GA ran straight damps, they'd have similarly competent profiles. If AM, CA or GA ran straight precision, they'd have similar competent scan precision levels. If AM, CA or GA ran straight range extenders, they'd have similarly competent scan range. Each EWAR Scout had a slight advantage in his respective department. The 2-low CalScout needed the profile bonus for normalization to work as well as to beat baseline scans. Ah, that makes sense. Now you see why I say I'm not good with details
Stabby-stabber extraordinaire Gû¼+¦GòÉGòÉn¦ñ
I stabbed Rattati once, you know.
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Adipem Nothi
Nos Nothi
8139
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Posted - 2015.03.21 06:12:00 -
[32088] - Quote
Better to have good ideas and clear goals than to be blinded by details.
Shoot scout with yes.
- Ripley Riley
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Pseudogenesis
Nos Nothi
2317
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Posted - 2015.03.21 06:13:00 -
[32089] - Quote
Adipem Nothi wrote:Better to have good ideas and clear goals than to be blinded by details. Tell that to my chem teacher :#
Stabby-stabber extraordinaire Gû¼+¦GòÉGòÉn¦ñ
I stabbed Rattati once, you know.
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Adipem Nothi
Nos Nothi
8139
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Posted - 2015.03.21 06:15:00 -
[32090] - Quote
Pseudogenesis wrote:Adipem Nothi wrote:@ Pseudo
What makes the GA and CA more competitive than MN is that the former can beat 21dB Scans with 1 less damp. That's pretty much it. If the three needed the same number of damps to beat 21dB, they'd be very close to balanced.
The more I think about it, the more I think the key the Racial Parity is (A) elimination of or (B) duplication of the profile bonus.
I figured as much, but I wasn't sure whether this was a thing so I neglected to mention it. It's kind if ludicrous though, especially on the calscout. It's not even part of its bonus, it just gets it for free. I do agree though, the ability for some scouts to avoid scans straight up better than the others seems like the biggest obstacle in the way of scout balance. Adipem Nothi wrote: Use the ARR?
Well technically that is a way of turning it off, but I think it goes without saying that forcing a suit into using a weapon that might be suboptimal just so it stops getting screwed over by its bonus is just bad design.
Disagreed. Mercs are bright enough to know before they deploy whether or not they'll be fighting in close quarters or at range. Some maps favor ranged engagements; others favor closer quarters. Just as the MinScout excels where cover is plentiful, the CalScout could excel where cover is sparse.
Shoot scout with yes.
- Ripley Riley
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Adipem Nothi
Nos Nothi
8139
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Posted - 2015.03.21 06:19:00 -
[32091] - Quote
PS: Improved Zoom Fidelity for Rail and Sniper Rifle would be incredibly useful.
Shoot scout with yes.
- Ripley Riley
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Pseudogenesis
Nos Nothi
2317
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Posted - 2015.03.21 06:35:00 -
[32092] - Quote
Adipem Nothi wrote: Disagreed. Mercs are bright enough to know before they deploy whether or not they'll be fighting in close quarters or at range.
Of course they are, but that doesn't mean it won't occasionally hinder them, and I don't think something irreversible like a bonus should ever directly hinder the player. It's unprecedented. Every other bonus in the game is a straight upgrade, as far as I can tell, and this is more like a sidegrade. It would be cool as a weapon variant, and I would definitely use it if that were the case, but I think it's too problematic to be a bonus.
Stabby-stabber extraordinaire Gû¼+¦GòÉGòÉn¦ñ
I stabbed Rattati once, you know.
|
IAmDuncanIdaho II
Nos Nothi
1760
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Posted - 2015.03.21 07:01:00 -
[32093] - Quote
Adipem Nothi wrote:Looks like matchmaking was added to next release (April/May). A new playmode was also mentioned at the round table. He mentioned that matchmaking improvement will involve segregating new and old players.
i really hope not. thats a terrible way to matchmake, and may well be the end of my fun. it also seems not to solve the problem of noobs suddenly getting eaten alive by vets. anyway this is taken out of context so **** knows |
Haerr
Nos Nothi
2571
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Posted - 2015.03.21 09:48:00 -
[32094] - Quote
http://www.themittani.com/media/fanfest-2015-dust-514-roundtable
TurkFezzik wrote:... performance improvements ... ... Planetary conquest is also getting a new UI and more reasons to contest districts, including a new currency which unlocks unique items. ...
The performace improvements patch cannot come soon enough. As soon as it is here I'll be looking to get into some PC matches! |
Haerr
Nos Nothi
2571
|
Posted - 2015.03.21 09:50:00 -
[32095] - Quote
(Provided I can find anyone willing to field a scrub like me) |
Bayeth Mal
Nos Nothi
2573
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Posted - 2015.03.21 13:45:00 -
[32096] - Quote
hmm... interesting.
Finally a nice bit of honesty from the higher ups. Particularly the comments regarding the lifespan of the PS3.
And while I've had my irks, Rattati has been doing a good job and it's good to see that is paying dividends.
*cue obligatory comment "if only they'd been doing this from the start"*
Edit: just realised pseudo beat me to it. You folks are posting so fast I haven't been keeping up.
We'll bang, OK?
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Adipem Nothi
Nos Nothi
8140
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Posted - 2015.03.21 14:05:00 -
[32097] - Quote
Haerr wrote:(Provided I can find anyone willing to field a scrub like me) Maybe we can line up a friendly fight against Sinboto's corp DMG?
Shoot scout with yes.
- Ripley Riley
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Murt Lesp
Leviathan Battalion
331
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Posted - 2015.03.21 14:47:00 -
[32098] - Quote
Can I get you guys' feedback on a new game mode idea?
Theft / Sabotage / Pirate mode
Crates of weapons, consoles with module code / recipes / schematics and Vehicle garages
The objective is to steal / destroy or defend whichever of the above items spawn.
One team (The attackers) are required to hack objectives to access the items. Once they gain access, they must either destroy the consoles, crates, or vehicles or steal them. Similar to the vehicle delivery system, AI controlled fliers can be called in to remove crates and vehicles while transmissions can be used to send the recipes or schematics to their accompanying warbarge.
The attackers win if they steal / destroy more items than the defenders
The defenders are required to secure their objectives to safeguard the items. Securing the objectives involves "over-hacking" where it takes longer than normal for the attackers to hack objectives. The defenders win if they keep their objectives safe.
Alternately it could just be a race to transmit recipes and schematics from a central hub. Rival warlords fighting for advanced technology.
Wining gives a handful of aurum variants at either standard or advanced level or a large portion of ISK
I want to try for more objectives than just destroy the MCC with 5 Null cannons or 1 Null cannon. Steal something, make it more interactive. Add Breachable doors, be it hacking or demolition.
Comments?
Amarr by blood, but ISK buys more loyalty
I love my AScR
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Adipem Nothi
Nos Nothi
8143
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Posted - 2015.03.21 14:59:00 -
[32099] - Quote
"Scout bonuses should therefore improve Scoutliness: Running, hiding, (passive) scanning, jumping, hacking, assassinating. Anything that doesn't pertain to that shouldn't be a bonus ..."
In the spirit above, here's our best version yet ...
Proposal v5.1: Google Doc
Class Bonuses * Fitting Reduction to Cloak (no change) * Efficacy Bonus to Profile Dampeners (+8%)
Racial Bonuses CA - Base Scan Range (+10%), Cloakblind Effect (-10%) GA - Base Scan Range (+5%), Precision Enhancer Efficacy (+10%) AM - Base Stamina (+10%), Biotic Efficacy (+5%) MN - No Change
Other Items * Remove cloak active damp bonus
Assumptions * Scout class performance declines over Echo * PC Usage: GA Scout > CA Scout > MN/AM Scout
Goals * Counteract performance decline * Achieve racial parity * Equalize PC usage rates
Pseudo's Goals G£ô - Bring racial balance to the scout class G£ô - Do this without infringing on the role of other classes G£ô - Bring all scouts in line with the minscout or calscout (?) G£ô - Address galscout supremacy without drastically altering the suit
Pseudo's Parameters G£ô - Do not significantly alter or discard the niches of the galscout, calscout or minscout G£ô - Do not alter non-dropsuit things unless necessary or for the best G£ô - Do not implement bonuses which are not specifically focused on doing scout things G£ô - Do not implement bonuses which only affect one weapon or equipment G£ô - Do not implement bonuses which directly improve combat effectiveness G£ô - No more than two bonuses per racial dropsuit (Rattati's Rule)
Thoughts?
* Please provide specific numbers when commenting on GalScout Precision.
EWAR Table Proposal Google Doc
Shoot scout with yes.
- Ripley Riley
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Varoth Drac
Dead Man's Game RUST415
663
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Posted - 2015.03.21 15:03:00 -
[32100] - 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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