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Thread Statistics | Show CCP posts - 178 post(s) |
Brokerib
Lone Wolves Club
1400
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Posted - 2014.06.21 12:26:00 -
[15931] - Quote
Spademan wrote:Looks like I missed the bar fight. @Shotty: Looking through the proposal. I see Appia's point (Scary, I've agreed twice) when she says you're trying to make each scout a different role. When you look at Commando's, Sentinels, Assaults and Logi's, they all follow a clear theme. Scouts currently don't, don't in your proposal, and I don't believe they ever have. Bar maybe pre 1.8 when Gallente and Minmatar Scouts both had the dampening bonus. I think maybe that's the issue, what's our over arching theme? What do we all have in common that we can do in different ways?
Assaults and Commandos have weaponry bonuses, that's their theme, Killers. Logi's have equipment bonuses, they're Support. Sentinels have resistance bonuses, they're Bullet Sponges. What about us? Our bonuses are so radically different, and I don't think we can balance all scouts against each other and other suits when we don't follow a pattern.
We're the only suit that has so much differences in suit bonuses. Could we all be ghosts? Recon perhaps? Sidearm assassins? The current defining theme...cloaks. Love it or hate it, that's the common theme for scouts as it stands. Gimmicky invisibility.
My vote would go to dampening instead, but that's likely to further break EWAR and is only really useful between scouts
Knowledge is power
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Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
1963
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Posted - 2014.06.21 12:38:00 -
[15932] - Quote
Brokerib wrote:The current defining theme...cloaks. Love it or hate it, that's the common theme for scouts as it stands. Gimmicky invisibility. My vote would go to dampening instead, but that's likely to further break EWAR and is only really useful between scouts Then make it possible for assualts to find us, and, to a lesser degree, Logi's (more so with active scanners) Another thing that gets me, cloaks are essentially active dampeners, so why don't they work like scanners? Either they both need to be percentage based, or both bring down the precision/profile to a set number, not one doing one and the other doing the other.
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
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Brokerib
Lone Wolves Club
1400
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Posted - 2014.06.21 13:55:00 -
[15933] - Quote
You know...sometimes I wonder why I play this game...
And then sometimes I beat a guy to death with a swarm launcher because my scrambler pistol is empty and it all makes sense again.
Good times
Knowledge is power
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Appia Vibbia
Molon Labe. General Tso's Alliance
2990
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Posted - 2014.06.21 14:40:00 -
[15934] - Quote
*walks in quietly* um. I was insulting adipem in that post for the 1% per level. I just think Gav has fanboi status when dealing with Minmatar Scouts *receives $20 for drugs from a friend*
Spademan summarized what I was trying to say in a much more stable way.
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
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Adipem Nothi
Nos Nothi
2127
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Posted - 2014.06.21 14:50:00 -
[15935] - Quote
Skimming through the Gallente Feedback Thread and reading only Rattati's posts, I get the distinct impression that (1) Rattati intends for each Scout to bring something different to the table and (2) he doesn't think that all Scouts should share the common trait of being unscannable.
1. In the case of distinct roles for Scouts, I totally agree with Rattati. I know some of you think we should all be different colors of the same shirt like Heavies, but we're different from Heavies. Scouts are Dust's specialists. Assuming you agree that we're specialists ...
A) What comes of a specialist without a specialization? B) Do we really want to share different flavors of the same specialization? C) How many different ways can we cut EWAR until it becomes diluted?
2. As for all scouts sharing the ability to easily beat scans, I too have concerns ...
A) Minmatar - Logibro is working on better knives. If knives were to ever hit reliably at longer distances, the Minmatar would be the unrivaled Kings of Assassination. If we combined that alpha potential with high speeds and the ability to beat scans, we'd have a problem. An undetectable and extraordinarily fast merc roaming about the battlefield cloaked and OHK'ing everything he gets behind. The tears would flow. We'd get bored. It wouldn't last.
B) Caldari - The anti-Scout himself runs Range Extenders; he's a pain-in-the-arse but he is also very easily scanned. If the CalScout were to become an invisible unit, there'd be little challenge at all to his recon role. Further, his counter (the GalScout) would no longer be capable of hunting the hunter. There's a distinct lack of challenge to being a long-range, all-seeing eye.
Discuss.
Rattati wrote:I am not sure I agree that the singular purpose of all scouts is to be unscannable. There is no need to keep arguing about that here.
Shoot scout with yes...
- Ripley Riley
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Gavr1Io Pr1nc1p
570
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Posted - 2014.06.21 14:54:00 -
[15936] - Quote
Appia Vibbia wrote:*walks in quietly* um. I was insulting adipem in that post for the 1% per level. I just think Gav has fanboi status when dealing with Minmatar Scouts *receives $20 for drugs from a friend*
Spademan summarized what I was trying to say in a much more stable way. OMG im so sorry Appia haha didn't mean it at all, i was just in a pissy mood yesterday. Really was not trying to be an *******, i just saw the "you're an idiot" and went off on it. I really sincerely apologize about that.
I feel like an arseface now sorry
And yes I am a min scout fanboy
What all Minjas are thinking as they play...
Yellow Heavy, Red Heavy...
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Adipem Nothi
Nos Nothi
2127
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Posted - 2014.06.21 15:18:00 -
[15937] - Quote
Brokerib wrote: 1. Inate hack speed goes to 1.25, and the suit bonus is removed. 2. Replace with 5% biotic module efficiency per level
1. Great idea. I'll work it in. 2. The Devs say no (breaks HD), and we have to work with that unless they've changed their mind.
* I see what you're saying and I like the idea, but I'd much prefer Rattati to tell us 12 m/s is fine first. I don't want to present as though we're trying to pull a fast one. <---- oh yes I did
Shoot scout with yes...
- Ripley Riley
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Gavr1Io Pr1nc1p
571
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Posted - 2014.06.21 15:57:00 -
[15938] - Quote
So guys (excluding shotty): Im thinking about asking Rattati what the maximum speed is that a drop suit can travel at without breaking hit detection. I know a tank can travel very fast and still be hittable, but idk how hit detection works in regards to drosuits vs vehicles. If we can obtain a maximum possible speed for a drop suit without breaking hit detection, I feel that the min scout would be a lot easier to balance, esp. if we are in agreement about a mobility bonus for the role, which idk if we are. So ill try to get back to you guys shortly with what it is, and from there make some calculations and determine what a reasonable %bonus to mobility the min scout is in need of. If we aren't in consensus about mobility for the min scout, ill drop the idea completely, and i think that it needs more of a bonus to ganking other suits (perhaps replace the NK damage bonus with a damage bonus to enemies within X yards?), but I'm still trying to work on it.
What all Minjas are thinking as they play...
Yellow Heavy, Red Heavy...
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Gavr1Io Pr1nc1p
571
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Posted - 2014.06.21 16:03:00 -
[15939] - Quote
For other scouts: Im thinking that if the cal scout precision bonus is nerfed enough so that 2x damps and a proto cloak can dodge it, it will be balanced, as it allows all scouts the ability to compete in a competitive environment.
Or, alternatively, we could remove shared squad vision, which would solve the majority of balance issues that arise from a cal scout being able to scan everything. If the cal scout puts on 4 precisions and 2 ranges, it is undoubtedly and undisputedly an incredibly non-viable combat fit, but the ability to show everyone in their proto sentinel 1000 dps HMG heavy suits where every 300 hp dampened scout is is far from balanced. It would be balanced, however, if only the cal scout could see the suits that it is stacking 4 precisions to see, because by doing so, it takes away any combat viability that it would have. Just my thoughts.
Also, the gal scout damp bonus should be 3% per level so that with 2 damps, it doesn't need a complex cloak to remain under the radar, giving it a distinct advantage at dampening, without throwing off the balance with other scouts getting under scans
Again, just my thoughts, use them as you will
What all Minjas are thinking as they play...
Yellow Heavy, Red Heavy...
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Gavr1Io Pr1nc1p
571
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Posted - 2014.06.21 16:07:00 -
[15940] - Quote
Also, is anyone else having trouble with logging in?
At 18% synchronizing, i get a message saying "Downloaded data files corrupt. Please try again later."
Just wondering if anyone else is getting this problem
What all Minjas are thinking as they play...
Yellow Heavy, Red Heavy...
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
5371
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Posted - 2014.06.21 16:29:00 -
[15941] - Quote
mr musturd wrote:Adipem Nothi wrote:mr musturd wrote:[ Of course it could work but honestly there's no need the suit just needs more PG and assault suits need proper balance before I could really get behind any scout changes. Idk how I feel about CB in the highs its nice in theory but that would put you at 125shields on a speed hack fit I mean you could always slap some armor in the lows but that's just not my playstyle Fair enough. The PG is probably gonna happen through different means. I expect them to add fitting optimization to NK skill tree, and there's a chance they'll move PG extenders to highs as well. Maybe Logibro will dial back resource req's on NKs as well ... no telling. Anyhow, I'm sure not gonna force more ninja on the minmatar if the pros don't want it! If Moody and Ghost are in agreement with you, then that's that. The hacking bonus will be rewired as your "built-in" bonus and the nova knife bonus as your derived bonus. I will say that Moody and Ghost have both said separately that NKs aren't useful in PC due to hit-detection being unreliable in PC...that they really only use them in pubs. I took this to mean they'd prefer something else. So ... if Moody and Ghost both favor the proposed changes, might you be willing to change your mind? Nope knives are fine in PC Moody just has different roles and isn't able to run them regularly and I normally see ghost with a shotty. Ask appia knives are fine in PC she got me the other day when I was in my speedhack suit. Trust me knives work you just need a proper squad to distract while the minny flanks its in no way as easy as a shotgun scout but its very useful for taking heavies down while the main fireteam progresses forward. It comes down to the map as well some maps its just not smart to carry a knife but regardless I carry it anyways
I hate running shotty in PC.
I normally run ACR in PC, but OH brings tons of shotguns to the field normally, so when I'm in city, I bring one too. You only see me when I play OH, so that's why it seems that way.
My General fit is ACR and Knives
Knives ARE fine in PC, but I still think the changes are helpful.
Right now if you want to use Knives in PC (At least against tanked heavies), you pretty much have to use the Min Scout. Ishnoks would take 4-5 full charge shots to kill a Tanked heavy without it, so it's not worth it for most. They would just use a shotgun.
I also run my scout a lot differently than the others. I try to take the versatility of the Minmatar to heart.
I have my speed/regen suit Stealth Suit Shield and Ferro Suit Hack Suit Etc....
I really try to make use of the versatile slot layout. Problem is though, the scans.
I would really like to see passive scanning removed, but that won't happen. In it's place, I would like the ability to capitalize on my speed.
Increased walk and sprint? Hell yeah. I NEVER stop moving in PC, and this combined with the high innate stamina regen on the Min Scout would do worlds to our overall speed.
EDIT: I seem to have misinterpreted the meaning of this post
@Shotty
I still use knives in PC. The problem isn't the Knives. HD is not the issue.
It's the fact that scans make it VERY difficult to knife, as you have to have the element of surprise.
Anyone who knows you are coming will backpedal away from you and gun you down.
We can Damp to high hell, but that removes all the versatility from the suit. And then we would have no speed or any other useful skills.
I get what Musturd is saying now. If you do these changes, there would be no reason to run Min Scout for Knives. You would be better off using the Gal Scout or something else. Stack Two damps and a proto cloak to hide, and then just run Speed and Armor.
You would only be a bit slower, but you deal almost the same damage and have more health AND regen.
That would truly be the death of the min scout. Used only for it's 3x Hack Suit. What a wast of SP that would be.
That Crazy Minmatar Scout
PSN: EVL_Elgost105
RIP Dust514 05/02/14 GG CCP
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Gavr1Io Pr1nc1p
571
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Posted - 2014.06.21 16:33:00 -
[15942] - Quote
Ghost Kaisar wrote:mr musturd wrote:Adipem Nothi wrote:mr musturd wrote:[ Of course it could work but honestly there's no need the suit just needs more PG and assault suits need proper balance before I could really get behind any scout changes. Idk how I feel about CB in the highs its nice in theory but that would put you at 125shields on a speed hack fit I mean you could always slap some armor in the lows but that's just not my playstyle Fair enough. The PG is probably gonna happen through different means. I expect them to add fitting optimization to NK skill tree, and there's a chance they'll move PG extenders to highs as well. Maybe Logibro will dial back resource req's on NKs as well ... no telling. Anyhow, I'm sure not gonna force more ninja on the minmatar if the pros don't want it! If Moody and Ghost are in agreement with you, then that's that. The hacking bonus will be rewired as your "built-in" bonus and the nova knife bonus as your derived bonus. I will say that Moody and Ghost have both said separately that NKs aren't useful in PC due to hit-detection being unreliable in PC...that they really only use them in pubs. I took this to mean they'd prefer something else. So ... if Moody and Ghost both favor the proposed changes, might you be willing to change your mind? Nope knives are fine in PC Moody just has different roles and isn't able to run them regularly and I normally see ghost with a shotty. Ask appia knives are fine in PC she got me the other day when I was in my speedhack suit. Trust me knives work you just need a proper squad to distract while the minny flanks its in no way as easy as a shotgun scout but its very useful for taking heavies down while the main fireteam progresses forward. It comes down to the map as well some maps its just not smart to carry a knife but regardless I carry it anyways I hate running shotty in PC. I normally run ACR in PC, but OH brings tons of shotguns to the field normally, so when I'm in city, I bring one too. You only see me when I play OH, so that's why it seems that way. My General fit is ACR and Knives Knives ARE fine in PC, but I still think the changes are helpful. Right now if you want to use Knives in PC (At least against tanked heavies), you pretty much have to use the Min Scout. Ishnoks would take 4-5 full charge shots to kill a Tanked heavy without it, so it's not worth it for most. They would just use a shotgun. I also run my scout a lot differently than the others. I try to take the versatility of the Minmatar to heart. I have my speed/regen suit Stealth Suit Shield and Ferro Suit Hack Suit Etc.... I really try to make use of the versatile slot layout. Problem is though, the scans. I would really like to see passive scanning removed, but that won't happen. In it's place, I would like the ability to capitalize on my speed. Increased walk and sprint? Hell yeah. I NEVER stop moving in PC, and this combined with the high innate stamina regen on the Min Scout would do worlds to our overall speed. Ghost, of all the min scouts that i know, i think i can sympathize with you the most. I agree 100% that mobility is something that the min scout needs to be able to distinctly capitalize on. Im trying to get Rattati to tell me what the max speed for a drop suit is before it breaks hit detection, as that will give us a starting point in how to add a mobility bonus, if thats what we finally decide to do.
What all Minjas are thinking as they play...
Yellow Heavy, Red Heavy...
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
5373
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Posted - 2014.06.21 16:37:00 -
[15943] - Quote
LeGoose wrote:This is how I envision Shotty talking at Gav right now.
Yup. It's decided. I'm watching Blue Mountain State tonight.
That Crazy Minmatar Scout
PSN: EVL_Elgost105
RIP Dust514 05/02/14 GG CCP
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
5373
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Posted - 2014.06.21 16:39:00 -
[15944] - Quote
Okay, I had my first day off in over a week, and I've never had friday nights open in forever. Went out with a few friends. Pretty much just woke up.
Anyways. I'll look at that proposal now.
That Crazy Minmatar Scout
PSN: EVL_Elgost105
RIP Dust514 05/02/14 GG CCP
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Appia Vibbia
Molon Labe. General Tso's Alliance
2991
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Posted - 2014.06.21 16:40:00 -
[15945] - Quote
I think this is a case of "this is what was intended" vs "this is how it is used" Minmatar aren't meant to be the biotics race, their superior base stats mean they don't need the modules (plural) to excel at their goals. But people saw the numbers and just assumed they were ment to speed tank that suit when really it's more appropriate to speed tank the Gallente
Adipem Nothi wrote:Skimming through the Gallente Feedback Thread and reading only Rattati's posts, I get the distinct impression that (1) Rattati intends for each Scout to bring something different to the table and (2) he doesn't think that all Scouts should share the common trait of being unscannable.
Ok then. **** balance.
Changes to Scout: Base Precision reduced to 35 to match Profile. GA/CA/AM Base hack speed 1.2 MN Base hack speed 1.25
Gal Scout: 5% bonus to efficacy of Profile Dampeners per level. +1% to dampening effect of Cloak Field per level
Cal Scout: 5% bonus to efficacy of Precision Enhancers per level. +3% to efficacy of Range Amplifiers per level
Minmatar Scout: 5% bonus to damage of Nova Knives per level. +5% to efficacy of Biotics (myo, cardreg, kincat) per level
Amarr Scout: 5% bonus to HP of Ferroscale and Reactive Plates per level. +4% to max ammo of sidearms per level.
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
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Adipem Nothi
Nos Nothi
2128
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Posted - 2014.06.21 16:42:00 -
[15946] - Quote
How my post above ties in to the "proposal" ...
1) I reject the notion that we should share common roots in EWAR. I see Minmatar and Amarr as combat-centric specialists, the first an assassin the second a long-range Assault-lite. I see the Caldari and Gallente as ewar-centric specialists, one specializing in infiltration and the other specializing in anti-infiltration and squad recon.
2) The "proposal" in its present state makes the job of anti-scout more difficult for Caldari. Simply put, he's too good at it at the moment, so doing the job can become boring. The "proposal" is very much a Caldari nerf, but it won't serve to dilute his significance or squad value; it'll simply make his job more challenging.
3) The Amarr very plainly need something special, and we can bet the Amarr Heads will moan if conflicts with Eve-lore. The "proposal" in its present state finally gives them something we can all be happy with.
4) The Minmatar could be better. Musturd thinks they're fine, but he's alone in his thinking. Broker's idea to shift base hack factor to suit property is a great idea; it frees room for a small bonus to movement.
5) GalScouts and CalScouts are too easy when tanked. Shifting their respective bonuses to ewar modules should make things more interesting.
Scout Polish Proposal, v4
Changes: * Housekeeping: Updated Objective and Summary pages * Minmatar: hack speed factor increased from 1.1 to 1.35 * Minmatar: innate bonus changed from hack speed to movement
Shoot scout with yes...
- Ripley Riley
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Appia Vibbia
Molon Labe. General Tso's Alliance
2991
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Posted - 2014.06.21 16:58:00 -
[15947] - Quote
Gavr1Io Pr1nc1p wrote:For other scouts: Im thinking that if the cal scout precision bonus is nerfed enough so that 2x damps and a proto cloak can dodge it, it will be balanced, as it allows all scouts the ability to compete in a competitive environment.
Or, alternatively, we could remove shared squad vision, which would solve the majority of balance issues that arise from a cal scout being able to scan everything. If the cal scout puts on 4 precisions and 2 ranges, it is undoubtedly and undisputedly an incredibly non-viable combat fit, but the ability to show everyone in their proto sentinel 1000 dps HMG heavy suits where every 300 hp dampened scout is is far from balanced. It would be balanced, however, if only the cal scout could see the suits that it is stacking 4 precisions to see, because by doing so, it takes away any combat viability that it would have. Just my thoughts.
Also, the gal scout damp bonus should be 3% per level so that with 2 damps, it doesn't need a complex cloak to remain under the radar, giving it a distinct advantage at dampening, without throwing off the balance with other scouts getting under scans
Again, just my thoughts, use them as you will
Underlined: this has been my stance since they brought up nerfing scouts for Alpha
Italicized: this seems to be a client side change and would need to wait for all the new hotfix to come out and be done
Bold: There's a problem with utility on this one. The cloaking effect of the cloak is basically worthless. The way the invisibility works is too obvious when you're moving (as it's just I/O) the only time it works is when you're standing perfectly still. And if you aren't dampened enough you appear on tacnet and have that nice glowing chevron over your head. The duration and recharge on the cloak favors predator-style hunting. The duration and shield flare favor camping. The only real thing it has going for it is the dampening effect. Without it, there's no point other than taking advantage of . . . terribad players, as FYI aim assist locks on and drags your reticle when a cloaked enemy walks past you
So basically it comes down to the majority opinion taht 1 dampener and a cloak give the gallente too much power because they can stack 3 plates and be invisible (I disagree from a PC perspective but it is just way to ******* awesome at pubstomping) If the Cloak provides no dampening advantage and is easy to see when moving then there is no point in running it. This whole thing is why I was strongly arguing for no-one to get a bonus to dampening. 2 complex damps and proto cloak OR 3 complex damps is the only way for it to be balanced across Gal-Min-Amarr. but it also means a Cal-Scout can dampen underneath itself which we've got majority opinion on that that would be a bad thing
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
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Appia Vibbia
Molon Labe. General Tso's Alliance
2991
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Posted - 2014.06.21 17:02:00 -
[15948] - Quote
Adipem Nothi wrote: * Minmatar: innate bonus changed from hack speed to movement
Seriously, Adipem, how can I get it through your thick skull that seems to be thicker than Gav's that this is horrendously broken as ****.
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
|
Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
128
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Posted - 2014.06.21 17:02:00 -
[15949] - 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? |
Gavr1Io Pr1nc1p
572
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Posted - 2014.06.21 17:03:00 -
[15950] - Quote
Appia Vibbia wrote:Gavr1Io Pr1nc1p wrote:For other scouts: Im thinking that if the cal scout precision bonus is nerfed enough so that 2x damps and a proto cloak can dodge it, it will be balanced, as it allows all scouts the ability to compete in a competitive environment.
Or, alternatively, we could remove shared squad vision, which would solve the majority of balance issues that arise from a cal scout being able to scan everything. If the cal scout puts on 4 precisions and 2 ranges, it is undoubtedly and undisputedly an incredibly non-viable combat fit, but the ability to show everyone in their proto sentinel 1000 dps HMG heavy suits where every 300 hp dampened scout is is far from balanced. It would be balanced, however, if only the cal scout could see the suits that it is stacking 4 precisions to see, because by doing so, it takes away any combat viability that it would have. Just my thoughts.
Also, the gal scout damp bonus should be 3% per level so that with 2 damps, it doesn't need a complex cloak to remain under the radar, giving it a distinct advantage at dampening, without throwing off the balance with other scouts getting under scans
Again, just my thoughts, use them as you will Underlined: this has been my stance since they brought up nerfing scouts for Alpha Italicized: this seems to be a client side change and would need to wait for all the new hotfix to come out and be done Bold: There's a problem with utility on this one. The cloaking effect of the cloak is basically worthless. The way the invisibility works is too obvious when you're moving (as it's just I/O) the only time it works is when you're standing perfectly still. And if you aren't dampened enough you appear on tacnet and have that nice glowing chevron over your head. The duration and recharge on the cloak favors predator-style hunting. The duration and shield flare favor camping. The only real thing it has going for it is the dampening effect. Without it, there's no point other than taking advantage of . . . terribad players, as FYI aim assist locks on and drags your reticle when a cloaked enemy walks past you So basically it comes down to the majority opinion taht 1 dampener and a cloak give the gallente too much power because they can stack 3 plates and be invisible (I disagree from a PC perspective but it is just way to ******* awesome at pubstomping) If the Cloak provides no dampening advantage and is easy to see when moving then there is no point in running it. This whole thing is why I was strongly arguing for no-one to get a bonus to dampening. 2 complex damps and proto cloak OR 3 complex damps is the only way for it to be balanced across Gal-Min-Amarr. but it also means a Cal-Scout can dampen underneath itself which we've got majority opinion on that that would be a bad thing I don't think that'd be too bad if the range bonus was removed from the cal scout, because then it sacrifices all combat viability AND is blind at range to most other suits
Overall though, +1
What all Minjas are thinking as they play...
Yellow Heavy, Red Heavy...
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Gavr1Io Pr1nc1p
572
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Posted - 2014.06.21 17:06:00 -
[15951] - Quote
Varoth Drac wrote: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? 1) all the time, unless you are up against a terribad corp or are roaming around (i.e. not in city) 2)eh, idts, because to hack you need to be dampened and fast as well to ninja a hack in, but it sure would help 3)generally yes. My PC fit that i run against decent corps consists of 3x damps, 3x shields, boundless, and ishnoks. Its really only good for point defense IMO, and is the best fit PC wise that i can think of, unless you run a SG, but i can't seem to get my timing down right running under 10.3 m/s with it
What all Minjas are thinking as they play...
Yellow Heavy, Red Heavy...
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Gavr1Io Pr1nc1p
572
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Posted - 2014.06.21 17:10:00 -
[15952] - Quote
Also, I CANT log in right now because of some stupid bug...idk what to do
What all Minjas are thinking as they play...
Yellow Heavy, Red Heavy...
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Adipem Nothi
Nos Nothi
2130
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Posted - 2014.06.21 17:17:00 -
[15953] - Quote
Ghost Kaisar wrote:Lol. Soooo many strikethroughs on the Min Scout page. [All good changes. I was looking at things the wrong way; Musturd set me straight. If he hadn't you or Moody would've.] I'm fine with the Min Scout changes. It seems like it appeals to all in a sense. High Base hack means you can still hack with the suit. Codebreakers are required for maximum benefit. Speed is okay IMO. I only really run one kincat. With the changes to modules coming up soon, I'd like to wait before going any further with Kincats. Optimization is something we have needed for a LONG time. [You've got the idea. I don't want to pitch anything which might break things, so we're steering clear of strafe and sprint speeds. The bonus to walk speed should help with kniving. The bonus to jumps should help with sexy.] Cal Scout:Where is my scanning table..... Not too many changes. 2x Damp and a Proto Cloak gets you under 3x Cal Scout. I can live with that. [That's the plan. Less range, more investment. Zero to 2 cPEs gets them less than before. 3 and 4 get them the same precision as before. We're not reworking EWAR tables with this pitch; but should we do so later, this pitch will make it easier] Gal Scout:Why do you have the Math for 3x and 4x Precision on here? I like these changes to scanning. They fall in line with that "Scanning" post I made earlier. Gal has more range and the capability to fit more range. However, scans are not strong, making them good at picking up Med Frames. Cal has less range and not enough low slots. However, it can make it's Precision insane, meaning it's best at picking up scouts. If it wants to buff range to turn super EWAR, it will be easily picked up and defenseless, meaning it HAS to have support. [Good catch on my labels (fixed). The guys originally proposed low-precision recon as a good Amarr role. I liked the idea alot but I see the Amarr being used differently, so I thought it'd fit better as an "build option" for the ewar-centric Gallente.) Amarr:Light Assault. But hey, that what we want right? I expect the 2x Ferro, 1x Damp, 1x Repair to be popular. Avoiding other scouts or the cal isn't the issue, since you have enough tank to take on any Cal scout stupid enough to get to close. 1 Damp + Cloak is enough to dodge most scans from Meds. [Exactly. We love it. They'll love it.] SUMMARYI like it. Is it perfect? No. Can it be changed? Yes. For all of the people who look at this and say "Stop Buffing Scouts!" Please note that there is 3 nerfs, 3 "No changes" and 4 Buffs. 3 out of the 4 buffs are headed to the Min and Amarr scouts, in order to make them more viable, and the nerfs are attempts to bring the other scouts into line. This is GOOD.
[Part of the reason for all the earlier fussing (apart from my bad ideas) is that the original proposal layout was tough to follow. Thanks for clearing that part up.]
Shoot scout with yes...
- Ripley Riley
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Appia Vibbia
Molon Labe. General Tso's Alliance
2991
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Posted - 2014.06.21 17:21:00 -
[15954] - Quote
Appia Vibbia wrote:Adipem Nothi wrote: * Minmatar: innate bonus changed from hack speed to movement
Seriously, Adipem, how can I get it through your thick skull that seems to be thicker than Gav's that this is horrendously broken as ****. Your understanding of the mechanics is seriously lacking. Base ground speed is the X that all other movement values are derived from. You can't simply change just movement and not affect sprint, strafe, backwards movement, crouch speed, etc.
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
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Gavr1Io Pr1nc1p
572
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Posted - 2014.06.21 17:24:00 -
[15955] - Quote
Appia Vibbia wrote:Appia Vibbia wrote:Adipem Nothi wrote: * Minmatar: innate bonus changed from hack speed to movement
Seriously, Adipem, how can I get it through your thick skull that seems to be thicker than Gav's that this is horrendously broken as ****. Your understanding of the mechanics is seriously lacking. Base ground speed is the X that all other movement values are derived from. You can't simply change just movement and not affect sprint, strafe, backwards movement, crouch speed, etc. Im still failing to see how 1% to strafe speed is game breaking. As i said before, its the same as moving from a gal/cal scout to a min scout (other than min scouts having functioning hotboxes). Is anyone saying that min scouts having 5% faster strafe than a cal scout is OP? If there are, they need to uninstall this game.
What all Minjas are thinking as they play...
Yellow Heavy, Red Heavy...
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Adipem Nothi
Nos Nothi
2130
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Posted - 2014.06.21 17:24:00 -
[15956] - Quote
Appia Vibbia wrote:Appia Vibbia wrote:Adipem Nothi wrote: * Minmatar: innate bonus changed from hack speed to movement
Seriously, Adipem, how can I get it through your thick skull that seems to be thicker than Gav's that this is horrendously broken as ****. Your understanding of the mechanics is seriously lacking. Base ground speed is the X that all other movement values are derived from. You can't simply change just movement and not affect sprint, strafe, backwards movement, crouch speed, etc.
We don't know that. It is very possible that the values are independently stored, in which case one can be adjusted with the others held constant. Protofits has them listed separately, and protofits is linked to the SDE.
As for your attitude, I'm beginning to question if you have any business running for CPM. How common are these "moods" of yours?
Shoot scout with yes...
- Ripley Riley
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Adipem Nothi
Nos Nothi
2130
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Posted - 2014.06.21 17:28:00 -
[15957] - Quote
Varoth Drac wrote: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? All opinions are welcome :-) There's a big push to move CBs from lows to highs. If this occurred, would it address your concerns?
Shoot scout with yes...
- Ripley Riley
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Appia Vibbia
Molon Labe. General Tso's Alliance
2991
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Posted - 2014.06.21 17:29:00 -
[15958] - Quote
We do know this. We have the SDK. we can see the that those values are functions. Subsets of movements are all multiplied from base ground speed. 0.3 for crouch. there's a value for "free walk" that I haven't figured out what "free walk" is. Sprint is 1.4. Strafe is ground speed * 0.9
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
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Adipem Nothi
Nos Nothi
2130
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Posted - 2014.06.21 18:04:00 -
[15959] - Quote
Appia Vibbia wrote:We do know this. We have the SDK. we can see the that those values are functions. Subsets of movements are all multiplied from base ground speed. 0.3 for crouch. there's a value for "free walk" that I haven't figured out what "free walk" is. Sprint is 1.4. Strafe is ground speed * 0.9
copy paste without regards to formatting.
mCharProp.movementCrouch.backwardSpeedScale1.0 mCharProp.movementCrouch.groundSpeedScale0.3 mCharProp.movementCrouch.jumpStaminaCost65.0 mCharProp.movementCrouch.strafeSpeedScale1.1 mCharProp.movementFreeWalk.backwardSpeedScale0.25 mCharProp.movementFreeWalk.groundSpeedScale0.35 mCharProp.movementFreeWalk.jumpStaminaCost65.0 mCharProp.movementFreeWalk.strafeSpeedScale0.7 mCharProp.movementRun.backwardSpeedScale1.0 mCharProp.movementRun.groundSpeedScale1.0 mCharProp.movementRun.jumpStaminaCost65.0 mCharProp.movementRun.strafeSpeedScale0.9 mCharProp.movementSprint.backwardSpeedScale1.0
This is really good info; you're absolutely correct, Appia.
So ...
We can't make Minja faster in one regard without making him faster in every regard, so we scratch the concept. I imagine that jump height / distance is also based in function so we'll scratch that as well.
Gav just put up a feedback request on the topic of max speed. If we hear back, then we'll change our approach. In the mean time, how does this look?
Polish Proposal, v4.1 * Minmatar: Scratched base movement * Minmatar: Added bonus to biotics efficacy * Housekeeping: Change Bonus labels from "Innate" and "Derived" to "Race Bonus 1" and "Race Bonus 2" * Housekeeping: Updated Summary sheet
Shoot scout with yes...
- Ripley Riley
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Llast 326
An Arkhos
3740
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Posted - 2014.06.21 18:09:00 -
[15960] - Quote
The fundamental problem the Min scout faces is it's bonuses tax it's resources. To maximize bonuses for scouts this is how they stand. Cal Scout: Precision and Range use only CPU it works even with low PG Gal Scout: Range and Damps only use CPUGǪ leaving a **** ton for fitting Amarr: StaminaGǪ don't even need a mod, but really they are a whole other issue Min Scout: Knives, they cost as much fitting as ScP, Code Breakers also taxing on Min Scout. Nevermind trying to add speed Cloak, a solid weapon besides NK. Shields are also resource taxing, but unlike the Cal fitting to your bonus means you can't fit shields as easily.
KRRROOOOOOM
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