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Author |
Thread Statistics | Show CCP posts - 178 post(s) |
Right-wing Extremist
Nos Nothi
199
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Posted - 2014.06.29 17:20:00 -
[16321] - Quote
Appia Vibbia wrote:A Damage mod up high, 3 complex profile dampeners, 2 codebreakers. Yeah, I could rock a 1/5 layout. . . oh wait. that would invalidate the Minmatar bonus to hack speed. Well I could just do damage mod, 3 complex dampeners, 1 kincat, 1 enhanced/proto ferroscale plate. Nice. Now I'm just as stealthy as a Min can be, faster sprint, 150 more HP.
. . . I could go on. The problem of 1/5 layout would be something I would use in a heartbeat. So many vital modules to scout playstyle are in the low slots, I'm a Gallente at heart and love my blaster+armor+speed builds I use on my Cruisers in EVE. But this would be one of the best suits in the game. It would become Flavor of the Month to have that much fitting diversity and a Scout's naturally lower scan profile. This cannot happen.
Jaceon Pale-eye.
Soon to be the deadliest prick in OSG.
Unless Mal says no :(
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Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
152
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Posted - 2014.06.29 17:58:00 -
[16322] - Quote
Ghost Kaisar wrote: I would support buffing Assault HP over Buffing Assault Regen.
Buffing HP would also work. I just feel it would start to overlap with commandos (more than they already do). Also it doesn't quite feel as interesting as giving assaults good regen, since this is a stat that feels suited to assaults as well as scouts.
I don't think the assault bonuses or slots should be changed or added to, I feel the key is in their base stats. |
Gavr1Io Pr1nc1p
687
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Posted - 2014.06.29 22:26:00 -
[16323] - Quote
Appia Vibbia wrote:A Damage mod up high, 3 complex profile dampeners, 2 codebreakers. Yeah, I could rock a 1/5 layout. . . oh wait. that would invalidate the Minmatar bonus to hack speed. Well I could just do damage mod, 3 complex dampeners, 1 kincat, 1 enhanced/proto ferroscale plate. Nice. Now I'm just as stealthy as a Min can be, faster sprint, 150 more HP.
. . . I could go on. The problem of 1/5 layout would be something I would use in a heartbeat. So many vital modules to scout playstyle are in the low slots, I'm a Gallente at heart and love my blaster+armor+speed builds I use on my Cruisers in EVE. But this would be one of the best suits in the game. It would become Flavor of the Month to have that much fitting diversity and a Scout's naturally lower scan profile. Maybe if we switched the load out to 1/5 and buffed the minja by making hacking inherent, removing the bonus, then giving it a 1% bonus to move speed?
That would probably bring both suits up to cal/gal levels of viability IMHO, without creating an FoTM, as there would be so many viable suits to choose from, versus just caldari with a tiny bit of gallente.
This would, of course, accompany an assault suit buff as well
"Goddamn it! I have to take out my plasma cannon to kill him cause I can't kill him with my flay lock!"
-Buzz Kill
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Ghost Kaisar
The Last of DusT. General Tso's Alliance
5597
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Posted - 2014.06.29 22:50:00 -
[16324] - Quote
Gavr1Io Pr1nc1p wrote:Appia Vibbia wrote:A Damage mod up high, 3 complex profile dampeners, 2 codebreakers. Yeah, I could rock a 1/5 layout. . . oh wait. that would invalidate the Minmatar bonus to hack speed. Well I could just do damage mod, 3 complex dampeners, 1 kincat, 1 enhanced/proto ferroscale plate. Nice. Now I'm just as stealthy as a Min can be, faster sprint, 150 more HP.
. . . I could go on. The problem of 1/5 layout would be something I would use in a heartbeat. So many vital modules to scout playstyle are in the low slots, I'm a Gallente at heart and love my blaster+armor+speed builds I use on my Cruisers in EVE. But this would be one of the best suits in the game. It would become Flavor of the Month to have that much fitting diversity and a Scout's naturally lower scan profile. Maybe if we switched the load out to 1/5 and buffed the minja by making hacking inherent, removing the bonus, then giving it a 1% bonus to move speed? That would probably bring both suits up to cal/gal levels of viability IMHO, without creating an FoTM, as there would be so many viable suits to choose from, versus just caldari with a tiny bit of gallente. This would, of course, accompany an assault suit buff as well
Changing too much, keep it simple.
We don't want to pull a CCP
That Crazy Minmatar Fanatic
Stabbing Heavies for the Republic since Uprising 1.1
PSN: EVL_Elgost105
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voidfaction
Void of Faction
289
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Posted - 2014.06.30 02:12:00 -
[16325] - Quote
Hearr wrote:Removal of shared passive scans and 'encouraging' scouts to use scout modules in order to draw benefit from their suit skill bonuses is a really neat way to go.
Edit: DPLAK! Only there is no 'encouraging' efficacy for minmatar? Funny how the least used (amarr) scout is asked to have a efficacy bonus but the ones making the proposals have none for there minmitar scout. No forced NK dmg mods to get the bonus NO forced Codebreakers to get there 2 hacking bonuses.
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Ghost Kaisar
The Last of DusT. General Tso's Alliance
5604
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Posted - 2014.06.30 02:16:00 -
[16326] - Quote
voidfaction wrote:Hearr wrote:Removal of shared passive scans and 'encouraging' scouts to use scout modules in order to draw benefit from their suit skill bonuses is a really neat way to go.
Edit: DPLAK! Only there is no 'encouraging' efficacy for minmatar? Funny how the least used (amarr) scout is asked to have a efficacy bonus but the ones making the proposals have none for there minmitar scout. No forced NK dmg mods to get the bonus NO forced Codebreakers to get there 2 hacking bonuses.
Possibly because they are the only scout race that doesn't have the low slots available to do so?
Cal gets to use high slots and have 4 Amarr get to use low slots and have 4 Gal gets to use low slots and have 4
Min gets to use low slots and only has 3
They can only use 1 slot due to having to avoid scans. Hence, they need the higher base passive to pull off their racial abilities with only 1 mod, as that is all the room they have.
Also, Damage mods simply don't help enough to even be of help.
Unless you want to give me a +5% bonus to Sidearm damage mod per level. In which case I will tear you to shreds with my SMG that now has 25% more DPS
That Crazy Minmatar Fanatic
Stabbing Heavies for the Republic since Uprising 1.1
PSN: EVL_Elgost105
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Brokerib
Lone Wolves Club
1499
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Posted - 2014.06.30 02:54:00 -
[16327] - Quote
voidfaction wrote:Hearr wrote:Removal of shared passive scans and 'encouraging' scouts to use scout modules in order to draw benefit from their suit skill bonuses is a really neat way to go.
Edit: DPLAK! Only there is no 'encouraging' efficacy for minmatar? Funny how the least used (amarr) scout is asked to have a efficacy bonus but the ones making the proposals have none for there minmitar scout. No forced NK dmg mods to get the bonus NO forced Codebreakers to get there 2 hacking bonuses. There's no grand Minmatar conspiracy Void, we're just trying to work out a balance with what we have. I'd be happy to have an efficacy bonus to code breaker, if it were possible for me to use them without being visible to any Cal scout with two PEs fitted, and his squad. Move the hacking module to the high slot and you've got a deal. I'll happily give up a high slot to make hacking work. I'll continue to be squishy as **** because every low slot is filled with damps and I'm giving up shield to be able to hack, but at least I can do my job on the battlefield.
Same goes for trading the NK bonus for a sidearm damage mod efficacy bonus. My knife may suffer, but my ScP and SMG will thank you. Unless you're proposing a NK specific module? In which case.... That would be like suggesting that the Amarr stam bonus be tied to the cardio module...
Knowledge is power
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Ghost Kaisar
The Last of DusT. General Tso's Alliance
5610
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Posted - 2014.06.30 03:09:00 -
[16328] - Quote
Found out why we got so many new people coming in.....
That Crazy Minmatar Fanatic
Stabbing Heavies for the Republic since Uprising 1.1
PSN: EVL_Elgost105
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iliel
Inner.Hell
66
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Posted - 2014.06.30 03:12:00 -
[16329] - Quote
Please also consider the following:
(1) add "you have been scanned" warning when passive scans are detected.
(2) add "scan attempt prevented" warning when passive scans fail.
(3) perhaps also add an Amarr racial bonus: '%X reduction to spawn time per level' - - so that they would be able to challenge Minmatar speed hackers by spawning directly on a contested point before a min scout could hack it. |
Ghost Kaisar
The Last of DusT. General Tso's Alliance
5612
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Posted - 2014.06.30 03:26:00 -
[16330] - Quote
iliel wrote:Please also consider the following:
(1) add "you have been scanned" warning when passive scans are detected.
(2) add "scan attempt prevented" warning when passive scans fail.
(3) perhaps also add an Amarr racial bonus: '%X reduction to spawn time per level' - - so that they would be able to challenge Minmatar speed hackers by spawning directly on a contested point before a min scout could hack it.
Because this would never be abused.
In order for this to work, you need to be able to spawn in under 3 seconds.
To be useful, it needs to be around 1 second (Due to switching objectives and suits)
1 second spawns are a VERY bad idea.
Imagine 6x Amarr scouts in tanked out armor spawning over and over on an objective, spamming links the entire time.
They only have to keep the links up long enough for the big boys to spawn in.
This could get ugly fast.
I do however really like 1 and 2.
If we make passive scanning happen in "Pulses" this could be more useful. Not only that, but it gives the dampening bonus to cloaks a bit of help.
Scanned? Try cloaking. In a few seconds "Prevented" should pop up, and you disappear from radar. Were you killed? Was it a scout?
Would make hunting through tac net a bit more interesting.
That Crazy Minmatar Fanatic
Stabbing Heavies for the Republic since Uprising 1.1
PSN: EVL_Elgost105
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voidfaction
Void of Faction
290
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Posted - 2014.06.30 03:42:00 -
[16331] - Quote
Ghost Kaisar wrote:voidfaction wrote:Hearr wrote:Removal of shared passive scans and 'encouraging' scouts to use scout modules in order to draw benefit from their suit skill bonuses is a really neat way to go.
Edit: DPLAK! Only there is no 'encouraging' efficacy for minmatar? Funny how the least used (amarr) scout is asked to have a efficacy bonus but the ones making the proposals have none for there minmitar scout. No forced NK dmg mods to get the bonus NO forced Codebreakers to get there 2 hacking bonuses. Possibly because they are the only scout race that doesn't have the low slots available to do so? Cal gets to use high slots and have 4 Amarr get to use low slots and have 4 Gal gets to use low slots and have 4 Min gets to use low slots and only has 3 They can only use 1 slot due to having to avoid scans. Hence, they need the higher base passive to pull off their racial abilities with only 1 mod, as that is all the room they have. Also, Damage mods simply don't help enough to even be of help. Unless you want to give me a +5% bonus to Sidearm damage mod per level. In which case I will tear you to shreds with my SMG that now has 25% more DPS so the only change needed for min is moving codebreakers to high slot and its all fixed. there NK's need no mods to boost and they have 3 highs to boost hacking and 3 lows for dampeners. add in efficacy to the codebreakers and there you go all fixed for you with the same 'encouraging' efficacy you want all the other scouts to have.
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Ghost Kaisar
The Last of DusT. General Tso's Alliance
5615
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Posted - 2014.06.30 04:00:00 -
[16332] - Quote
voidfaction wrote:Ghost Kaisar wrote:voidfaction wrote:Hearr wrote:Removal of shared passive scans and 'encouraging' scouts to use scout modules in order to draw benefit from their suit skill bonuses is a really neat way to go.
Edit: DPLAK! Only there is no 'encouraging' efficacy for minmatar? Funny how the least used (amarr) scout is asked to have a efficacy bonus but the ones making the proposals have none for there minmitar scout. No forced NK dmg mods to get the bonus NO forced Codebreakers to get there 2 hacking bonuses. Possibly because they are the only scout race that doesn't have the low slots available to do so? Cal gets to use high slots and have 4 Amarr get to use low slots and have 4 Gal gets to use low slots and have 4 Min gets to use low slots and only has 3 They can only use 1 slot due to having to avoid scans. Hence, they need the higher base passive to pull off their racial abilities with only 1 mod, as that is all the room they have. Also, Damage mods simply don't help enough to even be of help. Unless you want to give me a +5% bonus to Sidearm damage mod per level. In which case I will tear you to shreds with my SMG that now has 25% more DPS so the only change needed for min is moving codebreakers to high slot and its all fixed. there NK's need no mods to boost and they have 3 highs to boost hacking and 3 lows for dampeners. add in efficacy to the codebreakers and there you go all fixed for you with the same 'encouraging' efficacy you want all the other scouts to have.
A good solution.
However, why on earth would I run 3x dampeners?
Please, just go 2x Damps, 1x Speed, PRO cloak, 2x Codebreakers, and a complex shield.
RIP my PG.
Good thing I love Flaylock Pistols.
That Crazy Minmatar Fanatic
Stabbing Heavies for the Republic since Uprising 1.1
PSN: EVL_Elgost105
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J0LLY R0G3R
And the ButtPirates
958
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Posted - 2014.06.30 04:05:00 -
[16333] - Quote
iliel wrote:Please also consider the following:
(1) add "you have been scanned" warning when passive scans are detected.
(2) add "scan attempt prevented" warning when passive scans fail.
(3) perhaps also add an Amarr racial bonus: '%X reduction to spawn time per level' - - so that they would be able to challenge Minmatar speed hackers by spawning directly on a contested point before a min scout could hack it.
I could imagine having ether of those messages plastered at the top of ur screen like a 100% of the time getting annoying pretty quick. XD
Imagine being in a city map Now imagine being most med frames or..a heavy lol (unless your only talking about a scout frame getting the messages from passive scans) Ether way, that wouldn't last very long at all after being put in.
Where I'll be - Destiny Alpha Montage - XD
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SponkSponkSponk
The Southern Legion Final Resolution.
888
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Posted - 2014.06.30 04:11:00 -
[16334] - Quote
O Hai.
I have been summoned to ask some questions from corp (and reddit).
Aside from the usual 'but why male models' questions that have been already answered, there's a few valid ideas that might be worth considering.
Idea #1: "why not just cap shared squad scan at 10m from each suit?"
I suppose this idea would make both sides happy. Perhaps there's a more elegant solution though:
Idea #2: "why not restrict sharing of squad scan sharing to medium and heavy frames? Light frames can receive data from active or passive scans but due to their low-profile suits, cannot emit scan data to their squads"
Dust/Eve transfers
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iliel
Inner.Hell
66
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Posted - 2014.06.30 04:27:00 -
[16335] - Quote
Ghost Kaisar wrote:iliel wrote:Please also consider the following:
(1) add "you have been scanned" warning when passive scans are detected.
(2) add "scan attempt prevented" warning when passive scans fail.
(3) perhaps also add an Amarr racial bonus: '%X reduction to spawn time per level' - - so that they would be able to challenge Minmatar speed hackers by spawning directly on a contested point before a min scout could hack it. Because this would never be abused. In order for this to work, you need to be able to spawn in under 3 seconds. To be useful, it needs to be around 1 second (Due to switching objectives and suits) 1 second spawns are a VERY bad idea. Imagine 6x Amarr scouts in tanked out armor spawning over and over on an objective, spamming links the entire time. They only have to keep the links up long enough for the big boys to spawn in. This could get ugly fast.
I disagree. In pub matches, spawning fast as a scout merely gives you the upper hand in terms of being able to position yourself. Min scouts being faster than other suits have a similar advantage (they too can spam links).
In PC, spawning fast would be useful for keeping links down in distant areas, but would be useless in infested ones. Imagine 6 amarr scouts spawning on a point with a heavy. They'd be devoured over and over.
Anyway, perhaps as fast as a min hack is too much. Perhaps, though some sort of spawn reduction is race specific and would make the suit viable in more competitive play.
(Note: I also considered some sort of Minmatar armor-regen bonus for teammates in a target area. This, however, would completely change the min scout's role; so it would likely be dismissed. A similar gal role could be a dampening bonus to a target area. And the amarr would be bonus to spawns in a target area. These would equalize the suits in terms of their effects.)
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Brokerib
Lone Wolves Club
1502
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Posted - 2014.06.30 04:34:00 -
[16336] - Quote
SponkSponkSponk wrote:O Hai.
I have been summoned to ask some questions from corp (and reddit).
Aside from the usual 'but why male models' questions that have been already answered, there's a few valid ideas that might be worth considering.
Idea #1: "why not just cap shared squad scan at 10m from each suit?"
I suppose this idea would make both sides happy. Perhaps there's a more elegant solution though:
Idea #2: "why not restrict sharing of squad scan sharing to medium and heavy frames? Light frames can receive data from active or passive scans but due to their low-profile suits, cannot emit scan data to their squads"
We've already got a solution, based on finding the simplest possible answer with the current resources on hand. Shared scans to to go, Cal scouts (and scouts in general) can continue to share their vision through the use of active scanners. Creates the classic 'waves of opportunity' that CCP seems to bang on about so much. For best results, use a focused proto to bring them up for a limited period, and have your Gal Logi lock them down with a longer term scanner.
Scouts then need to chose between sharing their vision actively (alterting those scanned), going hunting themselves (adding an element of risk), or communicating verbally with their squad (promoting team play).
Unfortunately both of your options are too difficult to implement with the two devs and one half gerbil they've got working on Dust.
o7
Knowledge is power
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Brokerib
Lone Wolves Club
1502
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Posted - 2014.06.30 05:10:00 -
[16337] - Quote
To wit -
http://www.protofits.com/fittings/shared/395/4096
Updated EWAR fit to incorporate the active scanner. Only good for Pubs, but still useful I think. will have to give it a run tonight and see how I go.
Knowledge is power
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Bayeth Mal
OSG Planetary Operations Covert Intervention
622
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Posted - 2014.06.30 07:17:00 -
[16338] - Quote
Aw crap, and now I'm getting "Monk style" likes from randoms.
That's it, I'm going downstairs until this blows over.
Heading over to Destiny Beta and a few others
Hit me up for Skype and PSN
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Lynn Beck
EnvyUs.
1968
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Posted - 2014.06.30 08:58:00 -
[16339] - Quote
I like the idea more of 'scans are shared only if the sender is within range of the reciever(same range as passives)
Or
Remove squadshare from Light frames.
This brings meaning to the Logistics' lower precision, in that a EWAR logi would be the new passiveactive scanner, but would be gimped SEVERELY in order to do so.
Not only is a logi slower:
They are easier to detect Super easy to kill Only 1 weapon Doesn't scan all scouts
Now, if you want to catch my speed minja on scans (shared) you need to either usea. Proto logi equipment, or hae that Calscout be Squad Lead, and place Atk Orders.
Alternative to both, make a scanner gal or min(or ****, even a Cal(damnit 5/4!)) and sacrifice most, if not all, slots for scans.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
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Brokerib
Lone Wolves Club
1502
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Posted - 2014.06.30 09:17:00 -
[16340] - Quote
Lynn Beck wrote:I like the idea more of 'scans are shared only if the sender is within range of the reciever(same range as passives)
Or
Remove squadshare from Light frames.
This brings meaning to the Logistics' lower precision, in that a EWAR logi would be the new passiveactive scanner, but would be gimped SEVERELY in order to do so.
Not only is a logi slower:
They are easier to detect Super easy to kill Only 1 weapon Doesn't scan all scouts
Now, if you want to catch my speed minja on scans (shared) you need to either usea. Proto logi equipment, or hae that Calscout be Squad Lead, and place Atk Orders.
Alternative to both, make a scanner gal or min(or ****, even a Cal(damnit 5/4!)) and sacrifice most, if not all, slots for scans. Might run example numbers, justneed to sleep/remember logi precision Not a terrible idea, but outside the scope of changes that are currently possible. If prefer to see Haerr's suggestion on precision falloff over distance and partial scan results, but it ain't going to happen.
Knowledge is power
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Lynn Beck
EnvyUs.
1971
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Posted - 2014.06.30 09:34:00 -
[16341] - Quote
Brokerib wrote:Lynn Beck wrote:I like the idea more of 'scans are shared only if the sender is within range of the reciever(same range as passives)
Or
Remove squadshare from Light frames.
This brings meaning to the Logistics' lower precision, in that a EWAR logi would be the new passiveactive scanner, but would be gimped SEVERELY in order to do so.
Not only is a logi slower:
They are easier to detect Super easy to kill Only 1 weapon Doesn't scan all scouts
Now, if you want to catch my speed minja on scans (shared) you need to either usea. Proto logi equipment, or hae that Calscout be Squad Lead, and place Atk Orders.
Alternative to both, make a scanner gal or min(or ****, even a Cal(damnit 5/4!)) and sacrifice most, if not all, slots for scans. Might run example numbers, justneed to sleep/remember logi precision Not a terrible idea, but outside the scope of changes that are currently possible. If prefer to see Haerr's suggestion on precision falloff over distance and partial scan results, but it ain't going to happen. How is simply removing passives being shared from scouts beyond the scope?
Nobody complains about Commandos with Lv5 range amps picking up ONLY HMG Sents, becausethat's all i see, and sharing that scan with the squad isn't that detrimental to him, except maybe .03 lower points off his KD/R.
Unless, you meant that as in 'whether squad scans are shared or not is a server thing, and isn't a variable placed onto each suit individually' then i guess there would be no way around it.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
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Brokerib
Lone Wolves Club
1502
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Posted - 2014.06.30 10:29:00 -
[16342] - Quote
Lynn Beck wrote:Brokerib wrote:Lynn Beck wrote:I like the idea more of 'scans are shared only if the sender is within range of the reciever(same range as passives)
Or
Remove squadshare from Light frames.
This brings meaning to the Logistics' lower precision, in that a EWAR logi would be the new passiveactive scanner, but would be gimped SEVERELY in order to do so.
Not only is a logi slower:
They are easier to detect Super easy to kill Only 1 weapon Doesn't scan all scouts
Now, if you want to catch my speed minja on scans (shared) you need to either usea. Proto logi equipment, or hae that Calscout be Squad Lead, and place Atk Orders.
Alternative to both, make a scanner gal or min(or ****, even a Cal(damnit 5/4!)) and sacrifice most, if not all, slots for scans. Might run example numbers, justneed to sleep/remember logi precision Not a terrible idea, but outside the scope of changes that are currently possible. If prefer to see Haerr's suggestion on precision falloff over distance and partial scan results, but it ain't going to happen. How is simply removing passives being shared from scouts beyond the scope? Nobody complains about Commandos with Lv5 range amps picking up ONLY HMG Sents, becausethat's all i see, and sharing that scan with the squad isn't that detrimental to him, except maybe .03 lower points off his KD/R. Unless, you meant that as in 'whether squad scans are shared or not is a server thing, and isn't a variable placed onto each suit individually' then i guess there would be no way around it. The second one. According to Rattati even turning off sharing of of passive scans may be too technically complex to be possible, so anything that modifies the way in which scans work on an individual basis is too much. Keep it simple and it might be possible, anything complex isn't going to happen.
Knowledge is power
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Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
2013
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Posted - 2014.06.30 10:38:00 -
[16343] - Quote
Since we're all throwing ideas out the window. Others only receive your scans if they have the precision to detect them. Ie: You're sharing the range, not precision. Or one could do the reverse, scans are only shared if it is within your range, so if a squadmate passively detects someone within your radius, the scan is shared, if it's out of your radius, then it isn't.
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
1502
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Posted - 2014.06.30 10:47:00 -
[16344] - Quote
Spademan wrote:Since we're all throwing ideas out the window. Others only receive your scans if they have the precision to detect them. Ie: You're sharing the range, not precision. Or one could do the reverse, scans are only shared if it is within your range, so if a squadmate passively detects someone within your radius, the scan is shared, if it's out of your radius, then it isn't. I'd been considering the same on the shared range but not precision. I think that could be really interesting, and also provides some incentive for mediums and heavies to fit precision modules.
Knowledge is power
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Man of Spade
Nos Nothi
317
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Posted - 2014.06.30 12:06:00 -
[16345] - Quote
Brokerib wrote:Spademan wrote:Since we're all throwing ideas out the window. Others only receive your scans if they have the precision to detect them. Ie: You're sharing the range, not precision. Or one could do the reverse, scans are only shared if it is within your range, so if a squadmate passively detects someone within your radius, the scan is shared, if it's out of your radius, then it isn't. I'd been considering the same on the shared range but not precision. I think that could be really interesting, and also provides some incentive for mediums and heavies to fit precision modules. It also might promote a bit of dampening too.
Totally not Spademan.
That guy is a real jackass.
Official Time Lord of the Scout Community
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Adipem Nothi
Nos Nothi
2285
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Posted - 2014.06.30 12:14:00 -
[16346] - Quote
@ Shared Passives
If able to be disabled, should be disabled. If disabled, should be disabled for all.
The idea "everyone except for Scouts shares passives" makes little sense. Because Scout.
Want your squadmates to see something? Paint that something with an Active Scanner.
Shoot scout with yes...
- Ripley Riley
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Haerr
Legio DXIV
884
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Posted - 2014.06.30 13:42:00 -
[16347] - Quote
Shotty wrote:@ Shared Passives
The idea "everyone except for Scouts can share passives" makes no sense. If anything, the inverse should apply. Because Scout.
* If able to be disabled, should be disabled. * If disabled, should be disabled for all.
Want your squadmates to see something? Paint that something with an Active Scanner.
^ Simple. Appropriate. Easy to explain. Seconded. +1 |
Appia Vibbia
Molon Labe. General Tso's Alliance
3052
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Posted - 2014.06.30 14:44:00 -
[16348] - Quote
*sigh* my desktop is on its last legs. Looks like I may have to start using the forums on my phone.
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
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voidfaction
Void of Faction
290
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Posted - 2014.06.30 14:58:00 -
[16349] - Quote
Ghost Kaisar wrote:voidfaction wrote:Ghost Kaisar wrote:voidfaction wrote:Hearr wrote:Removal of shared passive scans and 'encouraging' scouts to use scout modules in order to draw benefit from their suit skill bonuses is a really neat way to go.
Edit: DPLAK! Only there is no 'encouraging' efficacy for minmatar? Funny how the least used (amarr) scout is asked to have a efficacy bonus but the ones making the proposals have none for there minmitar scout. No forced NK dmg mods to get the bonus NO forced Codebreakers to get there 2 hacking bonuses. Possibly because they are the only scout race that doesn't have the low slots available to do so? Cal gets to use high slots and have 4 Amarr get to use low slots and have 4 Gal gets to use low slots and have 4 Min gets to use low slots and only has 3 They can only use 1 slot due to having to avoid scans. Hence, they need the higher base passive to pull off their racial abilities with only 1 mod, as that is all the room they have. Also, Damage mods simply don't help enough to even be of help. Unless you want to give me a +5% bonus to Sidearm damage mod per level. In which case I will tear you to shreds with my SMG that now has 25% more DPS so the only change needed for min is moving codebreakers to high slot and its all fixed. there NK's need no mods to boost and they have 3 highs to boost hacking and 3 lows for dampeners. add in efficacy to the codebreakers and there you go all fixed for you with the same 'encouraging' efficacy you want all the other scouts to have. A good solution. However, why on earth would I run 3x dampeners? Please, just go 2x Damps, 1x Speed, PRO cloak, 2x Codebreakers, and a complex shield. RIP my PG. Good thing I love Flaylock Pistols. why on earth do you want shared passive scan removed? answer that and you answer your own question of why you would run 3 dampeners. It's not your lack of speed getting you killed. Its you lack of willingness to hide. if they move codebreakers to highs the 1x speed would be your choice. Oh yeah I forgot your minmatar has 5 innate bonuses you want to maximize all of them and still be invisible to tac-net. THE ONLY SCOUT THAT SHOULD FEAR PASSIVE SCAN IS THE CAL SCOUT All other scouts have the option to hide from it if they CHOOSE
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Appia Vibbia
Molon Labe. General Tso's Alliance
3052
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Posted - 2014.06.30 15:10:00 -
[16350] - Quote
"that's why I keep him at homepoint" -Zatara Rought commenting on Ghost's fitting philosophy
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
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