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Thread Statistics | Show CCP posts - 178 post(s) |
Appia Vibbia
Molon Labe. General Tso's Alliance
3310
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Posted - 2014.07.13 15:59:00 -
[17341] - Quote
Varoth Drac wrote: I still think my Cal scout would be a good fit as long as there weren't Amarr scouts around, but yours is good with Amarr around.
I think that much range would be OP in pubs, but it's hard to balance things in pubs so I don't know.
Thanks for lending your expertise.
Shotty was running around in a Cal-Scan suit using 2 of the long range active scanners. In pubs that range certainly is impressively strong and I'd definitely use a similar build with the C/1-Series suit because of the utility. It just isn't the "OP FotM" fit.
I like how the amarr has the versatility for the suit you proposed, and I've used something similar on the Gal, I just don't have enough fitting allocation to have those suits. I've basically got 30 suits I use in PC. delete them after a battle, make 30 pub suits that shy away from proto in everything except sniping and AV. Then rinse and repeat.
Appia Vibbia for CPM1
Empress of Alts
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IAmDuncanIdaho II
R 0 N 1 N
507
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Posted - 2014.07.13 16:08:00 -
[17342] - Quote
Gavr1lo Pr1nc1p wrote:
Also, If it were possible, i think doubling the speed penalty on plates for scout suits is better than making plates have a profile nerf, as that will be even more severe IMHO. The real reason people brick a scout is because they want a faster assault suit with better scans. IF they are bricking, they don't really care about profile, they just want their speed, smaller hit box, and better scans
I agree
- make the speed penalty even bigger - make the hit box bigger (guessing that's a big reach and not gonna happen - ever) - reduce precision - perhaps it makes sense to increase CPU / PG requirements on smaller frames.
I mean, you slap a shed-load of armour on something, it gets bigger. Slap it on something wasn't designed for it, it's compromised
It's just real tough trying to nerf with balance when you can't touch all the things that made something OP.
re: ideas around precision / range falloff: if you bundled range and precision together and gave them fall-off together, you reduce the EWAR strength based on how many non-EWAR mods you fit.
Aero Yassavi wrote:
Changes to shared passive scan mechanics
If we can change it, switch that broken mechanic off and switch on your mics and headphones
You must learn honor, or you deserve to learn nothing at all.
~ Rivvy Dinari - Swordmaster of Ginaz
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CCP Rattati
C C P C C P Alliance
4137
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Posted - 2014.07.13 16:14:00 -
[17343] - Quote
Ghost Kaisar wrote:Floyd20 Azizora wrote:One Eyed King wrote:@ Floyd and Shaman SHEW!!! Come back during regular business hours (aka when a wild Dev isn't hanging about) and make yourselves useful. This isn't your typical thread, and just stopping in because you are shadowing a blue tag is disrespectful. We always like talking shop, and you are welcome to do so as long as you don't just stop buy for Dev attention. @Aero Normally I would agree, but Appia was just showing her contempt for disrespectful roaches that like to only stop in when Rattati shows up. You are always welcome because you prevented this thread from being locked @ Hakuna Rattati I like it. At least enough to know that it is better than what we have now and to want to see it implemented and give it a thorough run through before suggesting any tweaks for later hotfixes. I'm sorry the discussion about major balancing is taking place in the off topic part of the forums. We strategically put it here to avoid people. All it took was 3 pages of talking about Beer before it got moved from GD!
There will be a proper feedback thread now that we have a pretty good proposal to discuss.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
4139
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Posted - 2014.07.13 16:16:00 -
[17344] - Quote
Appia Vibbia wrote:CCP Rattati wrote:
Soooooo, in your earnest opinion, based on the document, post Charlie situation in a nutshell?
The concept that the Gal logi has the best precision of all races is really the only thing I find disagreeable from the most recent numbers. Each scout can sacrifice to get under it, and unless a gal-logi is at a supply depot it's got its limitations. The scout Scanning vs scout precision attrition isn't going to make Min-Scout feel useles because most of the time they'll be able to have some of the most well rounded Scout. I think the values for the Cal range is a little too high but like the end results after using range amps. the problem of static bonuses over modules bonuses, so if we ever get around to making all bonus modules based it'll feel better.
What if we fix those two things at the same time, after working so much with this data in the last few days, a 45% range increase seems indulgent. Why not 25% and then we can take down the cal radius a tad because it just needs to better in than a 4 range fit on another scout.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
168
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Posted - 2014.07.13 16:18:00 -
[17345] - Quote
Appia Vibbia wrote:Varoth Drac wrote: I still think my Cal scout would be a good fit as long as there weren't Amarr scouts around, but yours is good with Amarr around.
I think that much range would be OP in pubs, but it's hard to balance things in pubs so I don't know.
Thanks for lending your expertise.
Shotty was running around in a Cal-Scan suit using 2 of the long range active scanners. In pubs that range certainly is impressively strong and I'd definitely use a similar build with the C/1-Series suit because of the utility. It just isn't the "OP FotM" fit. I like how the amarr has the versatility for the suit you proposed, and I've used something similar on the Gal, I just don't have enough fitting allocation to have those suits. I've basically got 30 suits I use in PC. delete them after a battle, make 30 pub suits that shy away from proto in everything except sniping and AV. Then rinse and repeat. I just don't want Cal scouts to continue rendering active scanners pointless. It will be fine if they have to damp, but if they don't bother (as Moody says people often don't) that is one powerful scan you will have there. I guess it partly depends on what happens to assaults.
Would you rather have in your squad a Cal scout with 90m scan range that can't scan scouts, with over 500 hp, or a Gal logi that can only scan scouts with a focused scanner and 1000 hp. I worry everyone will choose the scout. If balanced people would be happy with either.
edit: posted before I read Rattati's post above. |
Appia Vibbia
Molon Labe. General Tso's Alliance
3311
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Posted - 2014.07.13 16:20:00 -
[17346] - Quote
CCP Rattati wrote:Appia Vibbia wrote:CCP Rattati wrote:
Soooooo, in your earnest opinion, based on the document, post Charlie situation in a nutshell?
The concept that the Gal logi has the best precision of all races is really the only thing I find disagreeable from the most recent numbers. Each scout can sacrifice to get under it, and unless a gal-logi is at a supply depot it's got its limitations. The scout Scanning vs scout precision attrition isn't going to make Min-Scout feel useless because most of the time they'll be able to have some of the most well rounded Scout. I think the values for the Cal range is a little too high but like the end results after using range amps. the problem of static bonuses over modules bonuses, so if we ever get around to making all bonus modules based it'll feel better. What if we fix those two things at the same time, after working so much with this data in the last few days, a 45% range increase seems indulgent. Why not 25% and then we can take down the cal radius a tad because it just needs to better in than a 4 range fit on another scout.
I like 25%. That puts the Cal-Scout base scan range right back to where the class started with.
Appia Vibbia for CPM1
Empress of Alts
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
5879
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Posted - 2014.07.13 16:21:00 -
[17347] - Quote
CCP Rattati wrote:Ghost Kaisar wrote:Floyd20 Azizora wrote:One Eyed King wrote:@ Floyd and Shaman SHEW!!! Come back during regular business hours (aka when a wild Dev isn't hanging about) and make yourselves useful. This isn't your typical thread, and just stopping in because you are shadowing a blue tag is disrespectful. We always like talking shop, and you are welcome to do so as long as you don't just stop buy for Dev attention. @Aero Normally I would agree, but Appia was just showing her contempt for disrespectful roaches that like to only stop in when Rattati shows up. You are always welcome because you prevented this thread from being locked @ Hakuna Rattati I like it. At least enough to know that it is better than what we have now and to want to see it implemented and give it a thorough run through before suggesting any tweaks for later hotfixes. I'm sorry the discussion about major balancing is taking place in the off topic part of the forums. We strategically put it here to avoid people. All it took was 3 pages of talking about Beer before it got moved from GD! There will be a proper feedback thread now that we have a pretty good proposal to discuss.
How I Imagine I look when running Minmatar Scout
PSN: EVL_Elgost105
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8747
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Posted - 2014.07.13 16:21:00 -
[17348] - Quote
CCP Rattati wrote:Appia Vibbia wrote:CCP Rattati wrote:
Soooooo, in your earnest opinion, based on the document, post Charlie situation in a nutshell?
The concept that the Gal logi has the best precision of all races is really the only thing I find disagreeable from the most recent numbers. Each scout can sacrifice to get under it, and unless a gal-logi is at a supply depot it's got its limitations. The scout Scanning vs scout precision attrition isn't going to make Min-Scout feel useles because most of the time they'll be able to have some of the most well rounded Scout. I think the values for the Cal range is a little too high but like the end results after using range amps. the problem of static bonuses over modules bonuses, so if we ever get around to making all bonus modules based it'll feel better. What if we fix those two things at the same time, after working so much with this data in the last few days, a 45% range increase seems indulgent. Why not 25% and then we can take down the cal radius a tad because it just needs to better in than a 4 range fit on another scout. You would have to do them at the same time. I personally think 25% on the modules feels a bit weak because you also have to consider any medium suits that want to try a bit of scanning to catch other medium suits and heavies, and since they start with just 10 meter scan radius and then 15 meter at max skill, a complex range extender at 25% would only add just shy of 4 extra meters. Still, I could probably live with it. As long as the Caldari scout's bonus at level 5 is about equivalent to a complex range extender.
Amarr are the good guys
Their way of the Commando seems right and noble
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Appia Vibbia
Molon Labe. General Tso's Alliance
3311
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Posted - 2014.07.13 16:26:00 -
[17349] - Quote
Aero Yassavi wrote: You would have to do them at the same time. I personally think 25% on the modules feels a bit weak because you also have to consider any medium suits that want to try a bit of scanning to catch other medium suits and heavies, and since they start with just 10 meter scan radius and then 15 meter at max skill, a complex range extender at 25% would only add just shy of 4 extra meters. Still, I could probably live with it. As long as the Caldari scout's bonus at level 5 is about equivalent to a complex range extender.
Logistics have better stats to scan with. 45 precision, 50 profile, 15m base. So after static bonuses a range of 22.5 meters. 1 range amp gets them a little past post-skill non-cal scout range. Logistics have a can get useful values for passive scans if they want
Appia Vibbia for CPM1
Empress of Alts
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8747
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Posted - 2014.07.13 16:36:00 -
[17350] - Quote
Appia Vibbia wrote:Aero Yassavi wrote: You would have to do them at the same time. I personally think 25% on the modules feels a bit weak because you also have to consider any medium suits that want to try a bit of scanning to catch other medium suits and heavies, and since they start with just 10 meter scan radius and then 15 meter at max skill, a complex range extender at 25% would only add just shy of 4 extra meters. Still, I could probably live with it. As long as the Caldari scout's bonus at level 5 is about equivalent to a complex range extender.
Logistics have better stats to scan with. 45 precision, 50 profile, 15m base. So after static bonuses a range of 22.5 meters. 1 range amp gets them a little past post-skill non-cal scout range. Logistics have a can get useful values for passive scans if they want Rattati means Cal-Scout's skill bonus to range, not changing the module bonus. Check again, Rattati was asking how you felt if he changed the module bonus to coincide with the Cal-Scout skill bonus so they are both at 25%. If the Cal-Scout maxed out is only 25% but you can achieve 45% with a single module then the other scouts will easily outclass the Cal-Scout. Both need to be appromixately the same value. That's why in the Google Doc the bonus is set to 10% per level so maxed out it is 50% increase which is comparable to the 45% increase of a complex range extender.
Amarr are the good guys
Their way of the Commando seems right and noble
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CCP Rattati
C C P C C P Alliance
4140
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Posted - 2014.07.13 16:36:00 -
[17351] - Quote
CCP Rattati wrote:Appia Vibbia wrote:CCP Rattati wrote:
Soooooo, in your earnest opinion, based on the document, post Charlie situation in a nutshell?
The concept that the Gal logi has the best precision of all races is really the only thing I find disagreeable from the most recent numbers. Each scout can sacrifice to get under it, and unless a gal-logi is at a supply depot it's got its limitations. The scout Scanning vs scout precision attrition isn't going to make Min-Scout feel useles because most of the time they'll be able to have some of the most well rounded Scout. I think the values for the Cal range is a little too high but like the end results after using range amps. the problem of static bonuses over modules bonuses, so if we ever get around to making all bonus modules based it'll feel better. What if we fix those two things at the same time, after working so much with this data in the last few days, a 45% range increase seems indulgent. Why not 25% and then we can take down the cal radius a tad because it just needs to better in than a 4 range fit on another scout.
I actually meant the 45% range amplifier module down to 25% (pulled out of a hat)
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8747
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Posted - 2014.07.13 16:44:00 -
[17352] - Quote
CCP Rattati wrote:CCP Rattati wrote:Appia Vibbia wrote:CCP Rattati wrote:
Soooooo, in your earnest opinion, based on the document, post Charlie situation in a nutshell?
The concept that the Gal logi has the best precision of all races is really the only thing I find disagreeable from the most recent numbers. Each scout can sacrifice to get under it, and unless a gal-logi is at a supply depot it's got its limitations. The scout Scanning vs scout precision attrition isn't going to make Min-Scout feel useles because most of the time they'll be able to have some of the most well rounded Scout. I think the values for the Cal range is a little too high but like the end results after using range amps. the problem of static bonuses over modules bonuses, so if we ever get around to making all bonus modules based it'll feel better. What if we fix those two things at the same time, after working so much with this data in the last few days, a 45% range increase seems indulgent. Why not 25% and then we can take down the cal radius a tad because it just needs to better in than a 4 range fit on another scout. I actually meant the 45% range amplifier module down to 25% (pulled out of a hat) And again, it could work but it makes range extenders really meaningless if you try to fit them on an Assault or Logi who wants to try and passive scan other mediums/heavies. Not that many people really play that way anyways which is why I would be for the most part ok with it. But still, off the top of my head I think a value inbetween like say 35% would be better to still make the modules a little attractive for non-scouts as well. Of course, that would mean the Cal-Scout bonus would get set to 7% per level which may look a little weird if you are at all concerned about that (don't see why you would though).
Amarr are the good guys
Their way of the Commando seems right and noble
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DeathwindRising
ROGUE RELICS
429
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Posted - 2014.07.13 16:54:00 -
[17353] - Quote
i really disagree with with everything here. the fact that scouts are better at everything related to ewar seems unnecessary.
wheres the division of power between classes?
if scouts are supposed to be stealthy... why do they need scan range and precision bonuses as well? they have cloaks
if assaults are supposed to be slayers... why do they not have the more useful scan range bonus? we need to know where the threats are, mainly other assaults and heavies
if logis are supposed to be support... why do they not get the precision bonuses for revealing scouts?
division of power. scouts became light assaults because of their scan range. not their precision, and not because of their scan profiles. you keep trying to force precision, profile and range bonuses within the scout class. why? being stealthy isnt about being able to see everyone on the map and finding people. its about hiding. scouts achieved that the day they got cloaks. now you want them to do everything else on top of it.
if you cant be seen or scanned, you can flank targets all day long. you dont need range and precision as well. nobody knows where you are in the first place.
please rethink your strategy of not dividing ewar among scouts, assaults, and logis instead of handing everything to only scouts. some of those function would be better served on other classes |
Ghost Kaisar
Fatal Absolution General Tso's Alliance
5880
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Posted - 2014.07.13 17:03:00 -
[17354] - Quote
DeathwindRising wrote:i really disagree with with everything here. the fact that scouts are better at everything related to ewar seems unnecessary.
wheres the division of power between classes?
if scouts are supposed to be stealthy... why do they need scan range and precision bonuses as well? they have cloaks
if assaults are supposed to be slayers... why do they not have the more useful scan range bonus? we need to know where the threats are, mainly other assaults and heavies
if logis are supposed to be support... why do they not get the precision bonuses for revealing scouts?
division of power. scouts became light assaults because of their scan range. not their precision, and not because of their scan profiles. you keep trying to force precision, profile and range bonuses within the scout class. why? being stealthy isnt about being able to see everyone on the map and finding people. its about hiding. scouts achieved that the day they got cloaks. now you want them to do everything else on top of it.
if you cant be seen or scanned, you can flank targets all day long. you dont need range and precision as well. nobody knows where you are in the first place.
please rethink your strategy of not dividing ewar among scouts, assaults, and logis instead of handing everything to only scouts. some of those function would be better served on other classes
eWAR is the point of the scout suit. eWAR includes everything that involves dampening, precision, and range.
This is our domain. Nobody should be better at it.
Assaults are getting buffed, hopefully on the regen side, allowing them to be the best at fight back to back battles.
Heavies are HP Kings, and DPS kings.
Commando's are deadly versatile killers, with an excellent HP pool.
Logi's get bonuses to all equipment and form the backbone of PC. Can't play PC without good logi's.
If you give eWAR to the other classes, you run the risk of making them VERY OP.
Imagine if you had a Amarr assault with range bonuses. Stack 2x precision on them and a range amp. 50m scan on an assault suit that picks up everything that isn't a scout. And he has TONS of armor.
How I Imagine I look when running Minmatar Scout
PSN: EVL_Elgost105
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8749
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Posted - 2014.07.13 17:06:00 -
[17355] - Quote
DeathwindRising wrote:i really disagree with with everything here. the fact that scouts are better at everything related to ewar seems unnecessary.
wheres the division of power between classes?
if scouts are supposed to be stealthy... why do they need scan range and precision bonuses as well? they have cloaks
if assaults are supposed to be slayers... why do they not have the more useful scan range bonus? we need to know where the threats are, mainly other assaults and heavies
if logis are supposed to be support... why do they not get the precision bonuses for revealing scouts?
division of power. scouts became light assaults because of their scan range. not their precision, and not because of their scan profiles. you keep trying to force precision, profile and range bonuses within the scout class. why? being stealthy isnt about being able to see everyone on the map and finding people. its about hiding. scouts achieved that the day they got cloaks. now you want them to do everything else on top of it.
if you cant be seen or scanned, you can flank targets all day long. you dont need range and precision as well. nobody knows where you are in the first place.
please rethink your strategy of not dividing ewar among scouts, assaults, and logis instead of handing everything to only scouts. some of those function would be better served on other classes Because teamwork.
Could an assault benefit from really good scanning? Of course! But then it becomes pretty independent, and we don't want that. We need to encourage teamwork in a team based shooter. Assaults are the best slayers but have trouble finding enemies, scouts are really good at finding enemies (that is pretty much the definition of a scout, it's not all about stealth) but have trouble slaying. They intricately work together. Logis then are a twist to the whole identification-and-slaying mechanic in that they can use tools that are even better at finding enemies than scouts but must be used actively, in addition to the Logi having trouble staying hidden.
Amarr are the good guys
Their way of the Commando seems right and noble
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Appia Vibbia
Molon Labe. General Tso's Alliance
3313
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Posted - 2014.07.13 17:07:00 -
[17356] - Quote
Aero Yassavi wrote:CCP Rattati wrote:CCP Rattati wrote:Appia Vibbia wrote:CCP Rattati wrote:
Soooooo, in your earnest opinion, based on the document, post Charlie situation in a nutshell?
The concept that the Gal logi has the best precision of all races is really the only thing I find disagreeable from the most recent numbers. Each scout can sacrifice to get under it, and unless a gal-logi is at a supply depot it's got its limitations. The scout Scanning vs scout precision attrition isn't going to make Min-Scout feel useles because most of the time they'll be able to have some of the most well rounded Scout. I think the values for the Cal range is a little too high but like the end results after using range amps. the problem of static bonuses over modules bonuses, so if we ever get around to making all bonus modules based it'll feel better. What if we fix those two things at the same time, after working so much with this data in the last few days, a 45% range increase seems indulgent. Why not 25% and then we can take down the cal radius a tad because it just needs to better in than a 4 range fit on another scout. I actually meant the 45% range amplifier module down to 25% (pulled out of a hat) And again, it could work but it makes range extenders really meaningless if you try to fit them on an Assault or Logi who wants to try and passive scan other mediums/heavies. Not that many people really play that way anyways which is why I would be for the most part ok with it. But still, off the top of my head I think a value inbetween like say 35% would be better to still make the modules a little attractive for non-scouts as well. Of course, that would mean the Cal-Scout bonus would get set to 7% per level which may look a little weird if you are at all concerned about that (don't see why you would though). In that case I definitely agree with Aero. When I think of range extenders I think of Range-bands 0-25 is CQC 25-40 is Sidearm, 40-60 is Light weapon, 60-80 is is optimal range of most weapons, and 80+ is effective range. Using extenders should allow to extend your range by one of those bands. Like if All I care about is defending a point in side an outpost there aren't all that many ways to get to use so CQC range is sufficient But getting tot he end of effective range on my side arm is more important. Certain maps would help to have you avoid most light weapon combat by seeing out to the range most rifle combat happens in, etc.
Appia Vibbia for CPM1
Empress of Alts
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Appia Vibbia
Molon Labe. General Tso's Alliance
3314
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Posted - 2014.07.13 17:11:00 -
[17357] - Quote
Ghost Kaisar wrote:
Assaults are getting buffed, hopefully on the regen side, allowing them to be the best at fight back to back battles.
Personally I think higher regen on the Assaults makes them too self-sufficient and downplays the teamwork aspect of the game.. A fitting bonus to Armor/Shield regen mods on the other hand I'd be OK with. But only because Shield Rechargers and Shield Energizer just cost way too much for the complex modules
Appia Vibbia for CPM1
Empress of Alts
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
5880
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Posted - 2014.07.13 17:12:00 -
[17358] - Quote
Appia Vibbia wrote:Ghost Kaisar wrote:
Assaults are getting buffed, hopefully on the regen side, allowing them to be the best at fight back to back battles.
Personally I think higher regen on the Assaults makes them too self-sufficient and downplays the teamwork aspect of the game.. A fitting bonus to Armor/Shield regen mods on the other hand I'd be OK with. But only because Shield Rechargers and Shield Energizer just cost way too much for the complex modules
How would you fix the Assault suit then?
What would allow it to have a niche in the combat side of the suits?
How I Imagine I look when running Minmatar Scout
PSN: EVL_Elgost105
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DeathwindRising
ROGUE RELICS
429
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Posted - 2014.07.13 17:13:00 -
[17359] - Quote
Ghost Kaisar wrote:DeathwindRising wrote:i really disagree with with everything here. the fact that scouts are better at everything related to ewar seems unnecessary.
wheres the division of power between classes?
if scouts are supposed to be stealthy... why do they need scan range and precision bonuses as well? they have cloaks
if assaults are supposed to be slayers... why do they not have the more useful scan range bonus? we need to know where the threats are, mainly other assaults and heavies
if logis are supposed to be support... why do they not get the precision bonuses for revealing scouts?
division of power. scouts became light assaults because of their scan range. not their precision, and not because of their scan profiles. you keep trying to force precision, profile and range bonuses within the scout class. why? being stealthy isnt about being able to see everyone on the map and finding people. its about hiding. scouts achieved that the day they got cloaks. now you want them to do everything else on top of it.
if you cant be seen or scanned, you can flank targets all day long. you dont need range and precision as well. nobody knows where you are in the first place.
please rethink your strategy of not dividing ewar among scouts, assaults, and logis instead of handing everything to only scouts. some of those function would be better served on other classes eWAR is the point of the scout suit. eWAR includes everything that involves dampening, precision, and range. This is our domain. Nobody should be better at it. Assaults are getting buffed, hopefully on the regen side, allowing them to be the best at fight back to back battles. Heavies are HP Kings, and DPS kings. Commando's are deadly versatile killers, with an excellent HP pool. Logi's get bonuses to all equipment and form the backbone of PC. Can't play PC without good logi's. If you give eWAR to the other classes, you run the risk of making them VERY OP. Imagine if you had a Amarr assault with range bonuses. Stack 2x precision on them and a range amp. 50m scan on an assault suit that picks up everything that isn't a scout. And he has TONS of armor.
yet you forget that if all things are OP, then nothing is OP
giving scouts two equipment slots made scout logis. giving them scan range bonuses made them slayers. precision is about the only thing scouts dont need as they can already see every other class of suit
if assault are supposed to be fighting, then giving them scan range makes sense as it would allow them to quickly find the next target and KEEP fighting. giving it to scouts just makes them OP when they can also cloak. closing range and using their shotguns with impunity |
DeathwindRising
ROGUE RELICS
429
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Posted - 2014.07.13 17:21:00 -
[17360] - Quote
Aero Yassavi wrote:DeathwindRising wrote:i really disagree with with everything here. the fact that scouts are better at everything related to ewar seems unnecessary.
wheres the division of power between classes?
if scouts are supposed to be stealthy... why do they need scan range and precision bonuses as well? they have cloaks
if assaults are supposed to be slayers... why do they not have the more useful scan range bonus? we need to know where the threats are, mainly other assaults and heavies
if logis are supposed to be support... why do they not get the precision bonuses for revealing scouts?
division of power. scouts became light assaults because of their scan range. not their precision, and not because of their scan profiles. you keep trying to force precision, profile and range bonuses within the scout class. why? being stealthy isnt about being able to see everyone on the map and finding people. its about hiding. scouts achieved that the day they got cloaks. now you want them to do everything else on top of it.
if you cant be seen or scanned, you can flank targets all day long. you dont need range and precision as well. nobody knows where you are in the first place.
please rethink your strategy of not dividing ewar among scouts, assaults, and logis instead of handing everything to only scouts. some of those function would be better served on other classes Because teamwork. Could an assault benefit from really good scanning? Of course! But then it becomes pretty independent, and we don't want that. We need to encourage teamwork in a team based shooter. Assaults are the best slayers but have trouble finding enemies, scouts are really good at finding enemies (that is pretty much the definition of a scout, it's not all about stealth) but have trouble slaying. They intricately work together. Logis then are a twist to the whole identification-and-slaying mechanic in that they can use tools that are even better at finding enemies than scouts but must be used actively, in addition to the Logi having trouble staying hidden.
who here thinks scouts currently have trouble slaying? where have you been these past months? i run a basic light frame and i get 20 kills and 1 death. i cant get those number in an assault suit. (i can but its much easier in a scout suit)
you get more team work through division of power. explain how a cloaked scout is not capable of finding targets? its faster than any other class and cover more ground. and we still have active scanners, so thanks to scouts having two equipment slots they clan run cloaks and active scanners.
your argument doesnt make sense. scouts are independent, more so than any other class, and taking away scan range and precision doesnt change that. |
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Appia Vibbia
Molon Labe. General Tso's Alliance
3314
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Posted - 2014.07.13 17:21:00 -
[17361] - Quote
DeathwindRising wrote: yet you forget that if all things are OP, then nothing is OP
Um. No. That is not how it works. All the rifles were OP, that didn't mean none of the rifles were OP.
Ghost Kaiser wrote:How would you fix the Assault suit then?
What would allow it to have a niche in the combat side of the suits?
Bonuses that improve play styles. Like Gallente getting a bonus to being up-close and personal. Caldari have a bonus that helps out at range. Minmatar getting a bonus that makes them good hit-and-run types, and Amarr something to go along with their heat build up reduction
Appia Vibbia for CPM1
Empress of Alts
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8751
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Posted - 2014.07.13 17:23:00 -
[17362] - Quote
Let's look at using a 25% baseline, 35% baseline, and a 50% baseline (with module at 45%)
25% / 35% / 50% Base Range (m): 20 / 20 / 20 Lv 5 skills (m): 30 / 30 / 30 Lv 5 racial (m): 37.5 / 40.5 / 45 1 complex mod (m): 46.9 / 54.7 / 65.3 2 complex mod (m) : 57.1 / 71.3 / 90.8
Feel free to check my math. Personally I feel 25% gives too little progression, and it does seem that 50% is a bit indulgent.
Amarr are the good guys
Their way of the Commando seems right and noble
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8751
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Posted - 2014.07.13 17:25:00 -
[17363] - Quote
DeathwindRising wrote:Aero Yassavi wrote:DeathwindRising wrote:i really disagree with with everything here. the fact that scouts are better at everything related to ewar seems unnecessary.
wheres the division of power between classes?
if scouts are supposed to be stealthy... why do they need scan range and precision bonuses as well? they have cloaks
if assaults are supposed to be slayers... why do they not have the more useful scan range bonus? we need to know where the threats are, mainly other assaults and heavies
if logis are supposed to be support... why do they not get the precision bonuses for revealing scouts?
division of power. scouts became light assaults because of their scan range. not their precision, and not because of their scan profiles. you keep trying to force precision, profile and range bonuses within the scout class. why? being stealthy isnt about being able to see everyone on the map and finding people. its about hiding. scouts achieved that the day they got cloaks. now you want them to do everything else on top of it.
if you cant be seen or scanned, you can flank targets all day long. you dont need range and precision as well. nobody knows where you are in the first place.
please rethink your strategy of not dividing ewar among scouts, assaults, and logis instead of handing everything to only scouts. some of those function would be better served on other classes Because teamwork. Could an assault benefit from really good scanning? Of course! But then it becomes pretty independent, and we don't want that. We need to encourage teamwork in a team based shooter. Assaults are the best slayers but have trouble finding enemies, scouts are really good at finding enemies (that is pretty much the definition of a scout, it's not all about stealth) but have trouble slaying. They intricately work together. Logis then are a twist to the whole identification-and-slaying mechanic in that they can use tools that are even better at finding enemies than scouts but must be used actively, in addition to the Logi having trouble staying hidden. who here thinks scouts currently have trouble slaying? where have you been these past months? i run a basic light frame and i get 20 kills and 1 death. i cant get those number in an assault suit. (i can but its much easier in a scout suit) you get more team work through division of power. explain how a cloaked scout is not capable of finding targets? its faster than any other class and cover more ground. and we still have active scanners, so thanks to scouts having two equipment slots they clan run cloaks and active scanners. your argument doesnt make sense. scouts are independent, more so than any other class, and taking away scan range and precision doesnt change that. I am speaking about game design for how the game should be, not how the game currently is. I agree scouts are a little too good at slaying currently.
Amarr are the good guys
Their way of the Commando seems right and noble
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Appia Vibbia
Molon Labe. General Tso's Alliance
3314
|
Posted - 2014.07.13 17:25:00 -
[17364] - Quote
DeathwindRising wrote: who here thinks scouts currently have trouble slaying? where have you been these past months? i run a basic light frame and i get 20 kills and 1 death. i cant get those number in an assault suit. (i can but its much easier in a scout suit)
you get more team work through division of power. explain how a cloaked scout is not capable of finding targets? its faster than any other class and cover more ground. and we still have active scanners, so thanks to scouts having two equipment slots they clan run cloaks and active scanners.
your argument doesnt make sense. scouts are independent, more so than any other class, and taking away scan range and precision doesnt change that.
I'm a better slayer in my Gal Assault than I am in any of my scouts suits. Same with Amarr Assault. Min less so because I like armor over shields. MY Cal is pretty awesome though
Appia Vibbia for CPM1
Empress of Alts
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
5880
|
Posted - 2014.07.13 17:27:00 -
[17365] - Quote
DeathwindRising wrote:Ghost Kaisar wrote:DeathwindRising wrote:i really disagree with with everything here. the fact that scouts are better at everything related to ewar seems unnecessary.
wheres the division of power between classes?
if scouts are supposed to be stealthy... why do they need scan range and precision bonuses as well? they have cloaks
if assaults are supposed to be slayers... why do they not have the more useful scan range bonus? we need to know where the threats are, mainly other assaults and heavies
if logis are supposed to be support... why do they not get the precision bonuses for revealing scouts?
division of power. scouts became light assaults because of their scan range. not their precision, and not because of their scan profiles. you keep trying to force precision, profile and range bonuses within the scout class. why? being stealthy isnt about being able to see everyone on the map and finding people. its about hiding. scouts achieved that the day they got cloaks. now you want them to do everything else on top of it.
if you cant be seen or scanned, you can flank targets all day long. you dont need range and precision as well. nobody knows where you are in the first place.
please rethink your strategy of not dividing ewar among scouts, assaults, and logis instead of handing everything to only scouts. some of those function would be better served on other classes eWAR is the point of the scout suit. eWAR includes everything that involves dampening, precision, and range. This is our domain. Nobody should be better at it. Assaults are getting buffed, hopefully on the regen side, allowing them to be the best at fight back to back battles. Heavies are HP Kings, and DPS kings. Commando's are deadly versatile killers, with an excellent HP pool. Logi's get bonuses to all equipment and form the backbone of PC. Can't play PC without good logi's. If you give eWAR to the other classes, you run the risk of making them VERY OP. Imagine if you had a Amarr assault with range bonuses. Stack 2x precision on them and a range amp. 50m scan on an assault suit that picks up everything that isn't a scout. And he has TONS of armor. yet you forget that if all things are OP, then nothing is OPgiving scouts two equipment slots made scout logis. giving them scan range bonuses made them slayers. precision is about the only thing scouts dont need as they can already see every other class of suit if assault are supposed to be fighting, then giving them scan range makes sense as it would allow them to quickly find the next target and KEEP fighting. giving it to scouts just makes them OP when they can also cloak. closing range and using their shotguns with impunity
That is a terrible, terrible thought.
If you give assaults the ability to be their own eWAR, why on EARTH would anyone run scout?
How I Imagine I look when running Minmatar Scout
PSN: EVL_Elgost105
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JRleo jr
Xer Cloud Consortium
36
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Posted - 2014.07.13 17:33:00 -
[17366] - Quote
Appia Vibbia wrote:DeathwindRising wrote: who here thinks scouts currently have trouble slaying? where have you been these past months? i run a basic light frame and i get 20 kills and 1 death. i cant get those number in an assault suit. (i can but its much easier in a scout suit)
you get more team work through division of power. explain how a cloaked scout is not capable of finding targets? its faster than any other class and cover more ground. and we still have active scanners, so thanks to scouts having two equipment slots they clan run cloaks and active scanners.
your argument doesnt make sense. scouts are independent, more so than any other class, and taking away scan range and precision doesnt change that.
I'm a better slayer in my Gal Assault than I am in any of my scouts suits. Same with Amarr Assault. Min less so because I like armor over shields. MY Cal is pretty awesome though Here's my cal scout vs assault
Assault has 455 shields Scout has 445 Assault has 52 hp/s with a complex energizer, scout has 50 hp/s base Scout has higher speed, stamina, stamina regen Scout has less shield delay, scout and assault should swap Scout has proto weappn, assault has basic, assault needs cpu mod to fit proto weapon Can use nanohives or any equip without cpu mods.
Max level brony.
My special magic is trolling.
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DeathwindRising
ROGUE RELICS
430
|
Posted - 2014.07.13 17:33:00 -
[17367] - Quote
Appia Vibbia wrote:DeathwindRising wrote: yet you forget that if all things are OP, then nothing is OP
Um. No. That is not how it works. All the rifles were OP, that didn't mean none of the rifles were OP. Ghost Kaiser wrote:How would you fix the Assault suit then?
What would allow it to have a niche in the combat side of the suits? Bonuses that improve play styles. Like Gallente getting a bonus to being up-close and personal. Caldari have a bonus that helps out at range. Minmatar getting a bonus that makes them good hit-and-run types, and Amarr something to go along with their heat build up reduction
what i mean is that if all weapons are considered OP then all are balanced as you can use any of them to great effectiveness. its only a problem when one thing is better than ALL other options.
because of were the scan mod sit slot wise. they already help respective races and tanking styles. caldari and minmatar can use range or precision mods without losing hp. gallente and amarr can use precision in cqc fights where scan range isnt an issue.. it works. like a shotgun gallente fit in cqc. able to see target coming around a corner.
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JRleo jr
Xer Cloud Consortium
36
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Posted - 2014.07.13 17:35:00 -
[17368] - Quote
DeathwindRising wrote:Appia Vibbia wrote:DeathwindRising wrote: yet you forget that if all things are OP, then nothing is OP
Um. No. That is not how it works. All the rifles were OP, that didn't mean none of the rifles were OP. Ghost Kaiser wrote:How would you fix the Assault suit then?
What would allow it to have a niche in the combat side of the suits? Bonuses that improve play styles. Like Gallente getting a bonus to being up-close and personal. Caldari have a bonus that helps out at range. Minmatar getting a bonus that makes them good hit-and-run types, and Amarr something to go along with their heat build up reduction what i mean is that if all weapons are considered OP then all are balanced as you can use any of them to great effectiveness. its only a problem when one thing is better than ALL other options. because of were the scan mod sit slot wise. they already help respective races and tanking styles. caldari and minmatar can use range or precision mods without losing hp. gallente and amarr can use precision in cqc fights where scan range isnt an issue.. it works. like a shotgun gallente fit in cqc. able to see target coming around a corner. More than 1 gun can have too much power, you know.
Max level brony.
My special magic is trolling.
|
DeathwindRising
ROGUE RELICS
430
|
Posted - 2014.07.13 17:38:00 -
[17369] - Quote
Ghost Kaisar wrote:DeathwindRising wrote:Ghost Kaisar wrote:DeathwindRising wrote:i really disagree with with everything here. the fact that scouts are better at everything related to ewar seems unnecessary.
wheres the division of power between classes?
if scouts are supposed to be stealthy... why do they need scan range and precision bonuses as well? they have cloaks
if assaults are supposed to be slayers... why do they not have the more useful scan range bonus? we need to know where the threats are, mainly other assaults and heavies
if logis are supposed to be support... why do they not get the precision bonuses for revealing scouts?
division of power. scouts became light assaults because of their scan range. not their precision, and not because of their scan profiles. you keep trying to force precision, profile and range bonuses within the scout class. why? being stealthy isnt about being able to see everyone on the map and finding people. its about hiding. scouts achieved that the day they got cloaks. now you want them to do everything else on top of it.
if you cant be seen or scanned, you can flank targets all day long. you dont need range and precision as well. nobody knows where you are in the first place.
please rethink your strategy of not dividing ewar among scouts, assaults, and logis instead of handing everything to only scouts. some of those function would be better served on other classes eWAR is the point of the scout suit. eWAR includes everything that involves dampening, precision, and range. This is our domain. Nobody should be better at it. Assaults are getting buffed, hopefully on the regen side, allowing them to be the best at fight back to back battles. Heavies are HP Kings, and DPS kings. Commando's are deadly versatile killers, with an excellent HP pool. Logi's get bonuses to all equipment and form the backbone of PC. Can't play PC without good logi's. If you give eWAR to the other classes, you run the risk of making them VERY OP. Imagine if you had a Amarr assault with range bonuses. Stack 2x precision on them and a range amp. 50m scan on an assault suit that picks up everything that isn't a scout. And he has TONS of armor. yet you forget that if all things are OP, then nothing is OPgiving scouts two equipment slots made scout logis. giving them scan range bonuses made them slayers. precision is about the only thing scouts dont need as they can already see every other class of suit if assault are supposed to be fighting, then giving them scan range makes sense as it would allow them to quickly find the next target and KEEP fighting. giving it to scouts just makes them OP when they can also cloak. closing range and using their shotguns with impunity That is a terrible, terrible thought. If you give assaults the ability to be their own eWAR, why on EARTH would anyone run scout?
for increased stealth and cloaks? and no, i got off track with some of you and lost my way. assaults should get a bonus only to range.
you forget how scouts were back when they didnt have cloaks and the scan range was higher on assaults. it was nothing for to grab a scout throw on damps and wreck people with a shotgun with no cloak. people relied too much on their scans, which meant that for most people, if they didnt see anything on their scan, it didnt exist. it was easy to sneak up on people. |
I do SUCK
Tronhadar Free Guard Minmatar Republic
145
|
Posted - 2014.07.13 17:38:00 -
[17370] - Quote
JRleo jr wrote:DeathwindRising wrote:Appia Vibbia wrote:DeathwindRising wrote: yet you forget that if all things are OP, then nothing is OP
Um. No. That is not how it works. All the rifles were OP, that didn't mean none of the rifles were OP. Ghost Kaiser wrote:How would you fix the Assault suit then?
What would allow it to have a niche in the combat side of the suits? Bonuses that improve play styles. Like Gallente getting a bonus to being up-close and personal. Caldari have a bonus that helps out at range. Minmatar getting a bonus that makes them good hit-and-run types, and Amarr something to go along with their heat build up reduction what i mean is that if all weapons are considered OP then all are balanced as you can use any of them to great effectiveness. its only a problem when one thing is better than ALL other options. because of were the scan mod sit slot wise. they already help respective races and tanking styles. caldari and minmatar can use range or precision mods without losing hp. gallente and amarr can use precision in cqc fights where scan range isnt an issue.. it works. like a shotgun gallente fit in cqc. able to see target coming around a corner. More than 1 gun can have too much power, you know. People that have real skill are op you know
My name hurts my feelings
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