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Thread Statistics | Show CCP posts - 178 post(s) |
Llast 326
An Arkhos
9
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Posted - 2015.10.11 18:51:00 -
[48241] - 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. Having a lower profile means your chevron does not appear if you beat the opponents precisionGǪ Dude will not walk up and spot your chevron if your profile beats his precision.
MOAR Ladders
SpadeGǪ Remember your Warbarge
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.10.11 18:59:00 -
[48242] - Quote
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. |
Adipem Nothi
Nos Nothi
16
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Posted - 2015.10.11 19:00:00 -
[48243] - Quote
Aeon Amadi wrote: 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. Currently looking for a video to illustrate the point ...
Daaa Beast's LAV crew rolled up on me and caught me away from cover. One shot from that Small Rail pretty much wipes out a Scout, so I'm trying to evade incoming fire and at the same time fumbling around the weapon wheel trying to activate cloak.
Decloaking is easier than cloaking, as raising your weapon automatically activates deactivation. Decloaking requires fewer keystrokes and you don't have to interrupt movement to access the weapon wheel. Trying to turn cloak on (to improve odds of escape) is one area where the current clunkiness is getting us killed.
Found the video! https://youtu.be/5yA92oJXM5k?t=209
I'm the Scout on the hill trying to run away. Watch me fumble around while trying to activate my cloak.
Dropsuit Usage Rates
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Adipem Nothi
Nos Nothi
16
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Posted - 2015.10.11 19:05:00 -
[48244] - Quote
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?
Dropsuit Usage Rates
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.10.11 19:10:00 -
[48245] - 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
Dead Man's Game
1
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Posted - 2015.10.11 19:13:00 -
[48246] - 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. |
Llast 326
An Arkhos
9
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Posted - 2015.10.11 19:18:00 -
[48247] - Quote
Varoth Drac wrote: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. That is true. It would also be a great bonus for LogiGǪ as they chevrons would not appear when they use the cloak. So anytime you are out if range of passive scans you are as invisible as a scoutGǪ Also applies to anybody who can fit a cloakGǪ Starting to think this is as big a benefit to scouts as it is to any suit that can fit a cloakGǪ
MOAR Ladders
SpadeGǪ Remember your Warbarge
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Adipem Nothi
Nos Nothi
16
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Posted - 2015.10.11 19:18:00 -
[48248] - Quote
Varoth Drac wrote: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. 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?
Dropsuit Usage Rates
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
3
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Posted - 2015.10.11 19:27:00 -
[48249] - Quote
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.
If their is no talk of cloak swap changes how about just fixing it so you only get the delay when uncloaking not when uncloaked already and swapping from cloak... That mechanics is frustrating as all hell. |
Adipem Nothi
Nos Nothi
16
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Posted - 2015.10.11 19:31:00 -
[48250] - Quote
Ares 514 wrote: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. If their is no talk of cloak swap changes how about just fixing it so you only get the delay when uncloaking not when uncloaked already and swapping from cloak... That mechanics is frustrating as all hell. ^ precisely this, just in case it was unclear. Keep decloak delay where it is, but remove the equip/unequip/other delays. It'd make cloak operation a lot less clunky and would still prevent fire from cloak.
Dropsuit Usage Rates
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.10.11 19:37:00 -
[48251] - 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
Dead Man's Game
1
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Posted - 2015.10.11 19:42:00 -
[48252] - Quote
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. |
Llast 326
An Arkhos
9
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Posted - 2015.10.11 20:00:00 -
[48253] - Quote
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?
This would really help out new peopleGǪ but it still does not address that the cloak is often not worth fitting. All I am saying by that, is it should not be the only change if it is implemented.
MOAR Ladders
SpadeGǪ Remember your Warbarge
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
3
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Posted - 2015.10.11 20:15:00 -
[48254] - Quote
Adipem Nothi wrote:Ares 514 wrote: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. If their is no talk of cloak swap changes how about just fixing it so you only get the delay when uncloaking not when uncloaked already and swapping from cloak... That mechanics is frustrating as all hell. ^ precisely this, just in case it was unclear. Keep decloak delay where it is, but remove the equip/unequip/other delays. It'd make cloak operation a lot less clunky and would still prevent fire from cloak.
The number of times I have died by accidently selecting the cloak instead of my other equipment and being left with my pants down while some murders me... it's such afrustrating experience.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
11
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Posted - 2015.10.11 20:40:00 -
[48255] - Quote
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.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
3
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Posted - 2015.10.11 21:03:00 -
[48256] - 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.
I find that strange. I pull out my adv cal heavy sometimes to replace my scout mid battle and almost always get a better kdr while heavy. Especially when facing all the assaults you see these days.
Edit: maybe it's because we swap at different times under different circumstances. Overal I think assaults are outperforming scouts from my experience. It would be great to see some kdr numbers by suits. |
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
3
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Posted - 2015.10.11 21:07:00 -
[48257] - 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.
As to spotting cloaked scouts lighting conditions has a huge impact. Sometimes I can't see them at all and sometimes they're obvious as hell.
I agree scouts don't need a huge buff. I think they just need some good small changes to make them perfect. |
One Eyed King
Nos Nothi
13
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Posted - 2015.10.11 21:09:00 -
[48258] - 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. What do the overall numbers say?
I was never capable of slaying in the most scout friendly builds (though I run a very specific style and don't armor tank) and Lightning was always able to slay even in the worst builds. That is why I always trust the overall numbers most.
I certainly don't want scouts to be OP, and if certain ones are over performing we are more than happy to offer nerf suggestions for over performers.
I don't know what to suggest about the reticle save to say it should not be removed at the same time opacity is changed. If we become harder to see, red reticle should stay the same.
As to the change of fitting costs to cloak no longer being 15% per level, so long as standard and adv suits are not over performing, it shouldn't be a problem.
Former CEO of the Land of the BIind.
Any double entendre is unintended I assure you.
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First Prophet
Nos Nothi
4
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Posted - 2015.10.11 21:37:00 -
[48259] - Quote
Let's just get rid of the cloak.
I'm a cheater
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.10.11 21:38:00 -
[48260] - 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. |
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
11
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Posted - 2015.10.11 23:12:00 -
[48261] - Quote
Ok. Just for clarification, I'm not at any point trying to imply scouts are OP.
My scouts are amarr min and cal, not in that order.
Minmatar I tend to run 'n gun with an ACR and NKs.
My amarr I'm still experimenting with, but the shotty isn't a brilliant choice there IMHO. Most luck I have had is the AScR.
Cal is a straight stamina build with shields and a shotgun/NK combo.
I find the uncloaked runner murder scout works best in the opening minutes and towards the end of match as an opportunist.
I run everything except logi based on what I encounter on the field.
My opinions on the scouts I use:
Cal: easily the most efficient of the three both pre and post shield delay changes. The 3 second depleted delay is a godsend. Buffing this one much at all could be bad, as it seems to be the go-to shotgun ear-licker. It's also the only one I can put any level of cloak on. My personal best killstreak was a ten murder fiesta in a C-1 where I was cackling that people can blame cross for my sins before someone spotted me and put an end to my shenanigans.
Amarr: easily the worst performer overall. I haven't found any weapon/tank combo that makes it stand out. I have maybe a 2 kill/spawn at best with this suit.
Minmatar: i tend to glass cannon assassin this one shooting people in the back with an ACR. I think I usually run 2-4 kills per spawn in the opening minutes of the game.
I don't use the gallente scout because it looks like a skinny bobblehead to me. But my observations shooting and being shot in the back tell me it's similar to the calscout in performance.
My EWAR skills are maxed,and after my current dropsuit plan, scouts are next on my priority to get to 5.
But none of them are what I would call poor performers.
And honestly the impression i have from what I have seen is that the suits are levelling off performance-wise. I haven't been made aware of any dropsuit being an oddity in the kill/spawn department.
So no adipem, before you say anything about assaults, to my knowledge, no they aren't significantly outperforming other suits overall on the killing field.
Except logis.
But we don't talk about them.
I'm fairly certain someone would have mentioned it to me were the assaults overperfoming, but i will look into it regardless. If i am given permission to share the results of that inquiry i will.
As a result I'm less concerned with the balance of the dropsuits than I am interested in tweaking them for fun factor and utility.
We also need to wait for the results of foxfour, but I have a funny feeling that we're going to see a wider diversity level on the field. People are having fun with the cal/gal assaults but I'm not seeing them run roughshod over amarr or minmatar assaults.
This is, of course personal observation. We'll see what the data says. Hopefully some of it can be made public.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Aeon Amadi
12
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Posted - 2015.10.11 23:14:00 -
[48262] - Quote
Adipem Nothi wrote: -snip- If you're willing to hear options other than those you've provided, I'd be glad to offer my two cents:
Step 1 - Intra-Class Parity
-snip-
Step 2 - Inter-Class Parity
-snip-.
Willing to hear them, certainly, all I'm asking is to at least consider the pros and cons of what's being brought to the table prior (largely because it's more likely to get acted on because it's already had some groundwork discussion than a wholly new concept) before moving on.
AM Scout is going to need something special that will likely take several iterations to get down correctly. I like the precision bonus but as a player, the range is lacking. It's difficult to make use of scout-hunting precision gains when the scan range is danger-close (kidney gibbing) ranges. Biotics are an interesting take but... weird for the Amarr. Might take a look at Eve Online for ideas on how they utilize EWAR on their lighter and faster ships, see if there's anything that inspires.
Cloaking as a whole needs a work-over. The sins of the legacy design (Remnant/Wolfman) left a lot to be desired and even more to question. It doesn't make much sense for a cloak to be a movement tool when it shines like the sun at sprint and invisible when held still. I'd like to see Scouts use their cloaking devices to set up moments of opportunity and I agree that the cloak-blind is contrary to that.
Just as well, I'd like to see some variations of the cloaking devices so that it isn't so stale. Maybe one that doesn't have transparency that is quite as beneficial but provides a bonus to profile reduction or something. But that's far future planning.
Most likely changes are the ones mentioned previously and small stat/value changes.
Adipem Nothi wrote:Ares 514 wrote:
If their is no talk of cloak swap changes how about just fixing it so you only get the delay when uncloaking not when uncloaked already and swapping from cloak... That mechanics is frustrating as all hell.
^ precisely this, just in case it was unclear. Keep decloak delay where it is, but remove the equip/unequip/other delays. It'd make cloak operation a lot less clunky and would still prevent fire from cloak.
So cutting the fat on the activation. Yeah, that'd be fine, I can totally get behind that. Thanks for taking the time to explain it better.
Varoth Drac wrote: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.
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.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Matticus Monk
Nos Nothi
3
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Posted - 2015.10.11 23:51:00 -
[48263] - Quote
This is a bit outside the scope of the original question asked but still may fit into the overall EWAR picture as a near-term balancing possibility or something later on down the road.
Independent of the cloak I've always though it would be extremely cool if dampening removed your chevron and your enemies recognition of you as an enemy (or friendly) in their field of view if you are sufficiently damped below their precision (or perhaps some fraction of their precision, to keep this from being too easily obtainable by a scout who doesn't run a decent damp or two.)
Also, I second the concerns about removing the chevron from FOV when cloaked regardless of dampening level - same concerns about potentially rewarding HP modules. |
XxBlazikenxX
Pure Evil. Bleeding Sun Conglomerate
2
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Posted - 2015.10.11 23:55:00 -
[48264] - Quote
What about a piece of Amarr based equipment that disguises you as an enemy?
Director of Pure Evil.
Pure Evil. is mass recruiting, apply today and join a war of the Bleeding Sun vs everyone!
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Radiant Pancake3
1
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Posted - 2015.10.12 00:52:00 -
[48265] - Quote
Quafe.
I love my little dark box map...
Learned the ways of N4g from Alcina's mom
Deemed the most Kinkiest Corp Mate.
Min Loyalist.
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Dreis ShadowWeaver
Abstract Requiem
8
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Posted - 2015.10.12 01:01:00 -
[48266] - Quote
Radiant Pancake3 wrote:Quafe.I love my little dark box map... Pepsi and Coca Cola cannot coexist.
Creator of the Nova Knifers United channel
Dreis' Minja Blog
CEO of Abstract Requiem
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Radiant Pancake3
1
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Posted - 2015.10.12 01:14:00 -
[48267] - Quote
Dreis ShadowWeaver wrote:Radiant Pancake3 wrote:Quafe.I love my little dark box map... Pepsi and Coca Cola cannot coexist.
Shhhhh.
Learned the ways of N4g from Alcina's mom
Deemed the most Kinkiest Corp Mate.
Min Loyalist.
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Not Vahzz
Resheph Interstellar Strategy Gallente Federation
42
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Posted - 2015.10.12 01:16:00 -
[48268] - Quote
Radiant Pancake3 wrote:Quafe.I love my little dark box map... Gtfo. You can not mix Pepsi and Coke, heathen.
The Last True Spartan
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Pseudogenesis
Nos Nothi
4
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Posted - 2015.10.12 01:26:00 -
[48269] - Quote
Aeon Amadi wrote:RE: Inverting cloak visibility I love it. I really do. I'll be a little sad to see the "sit still and bamboozle the enemy" Metal Gear-style mechanic go but the cloak has always been about moving around. It just meshes better with the whole idea of scouts, we shouldn't be incentivized to stay still. Great idea.
I think that, plus the removal of the chevron when cloaked, would be an excellent change to the cloak and enough to push it into viable territory again.
That said, a lot of you scouts are really underestimating how powerful removing the chevron would be. It's the single best indicator of a merc's position there is. To everyone saying they could just look at their radar: Who uses an active scanner and then immediately looks at the minimap to find people? You scan people for the chevron. Trying to locate a merc using just the minimap would involve glancing away from the action and back to it repeatedly to try and keep track of a moving merc, which would be quite difficult when coupled with the visibility fix that's being discussed.
Inversion + no chevrons + non-cloaked swap delay being fixed + flat 75% reduction to cloak fitting requirements would be the absolute dream.
Stabby-stabber extraordinaire Gû¼+¦GòÉGòÉn¦ñ
I stabbed Rattati once, you know.
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Radiant Pancake3
1
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Posted - 2015.10.12 01:26:00 -
[48270] - Quote
Not Vahzz wrote:Radiant Pancake3 wrote:Quafe.I love my little dark box map... Gtfo. You can not mix Pepsi and Coke, heathen.
I think the coke was my brother's... o.O
I actually never realized that till you guys pointed it out. o.O
Learned the ways of N4g from Alcina's mom
Deemed the most Kinkiest Corp Mate.
Min Loyalist.
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