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Thread Statistics | Show CCP posts - 178 post(s) |
Pseudogenesis
Subdreddit Test Alliance Please Ignore
952
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Posted - 2014.11.20 05:06:00 -
[25321] - Quote
One Eyed King wrote:Pseudogenesis wrote:Spademan wrote:Well shit, we're actually getting somewhere with strafe speed. Delicious. Does this mean my glass cannon minja is soon to be the fastest strafer in all the lands? I hope so. Minmatar scouts usually avoid the turmoil that is scout balancing but it seems like we've been getting the short end of the stick a lot recently. Also loving the murmurs of potential buffs to biotics. If myo stims end up giving increased jump height them I'm gonna dump them into all my high slots ASAP How long have you been running Minmatar? We have almost ALWAYS gotten the short end of the stick... While not even being OP enough to merit it. Uprising. Minmatar have never had health or good ewar, so they tend to escape the health and ewar related scout changes mostly unscathed. I figured that this let the suit be relatively stable at the cost of being slightly underpowered all the time. But maybe that's just me though, since I run them without health or ewar mods most of the time.
But recently with all the cloak and ewar changes it seems like minjas are getting nerfed the hardest despite being the worst scout. I haven't been able to play in a while though, so maybe it's not as bad as I think.
Stabby-stabber extraordinaire
I stabbed Rattati once, you know.
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Llast 326
An Arkhos
5504
|
Posted - 2014.11.20 05:06:00 -
[25322] - Quote
CCP Rattati wrote:There is also another way, just a straight up nerf of Armor plates HP Would seem less game shakingGǪ at first glance. Not saying that is good or bad If you follow through with the movement penalty process. I may suggest that the first module in shields does not affect movement but each after that would. Particularly if Reactive and/or Ferro will not give a penalty. Pure shield users do not have alternate options for adding HP.
MOAR Ladders
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
8099
|
Posted - 2014.11.20 05:07:00 -
[25323] - Quote
I'm trying to find some evidence for my argument with Zatara.
IIRC, Min scouts had to run 3 complex damps and a cloak to avoid the 4x Cal scout, which pushed all scouts except Gal and Cal out of PC.
Finding maths to prove my point.
For example: The total bonus from 4x Precision is ~54.45%
Old bonus was a 25% adjustment to base
36 precision becomes 27 base
27*(0.5445) = 14.7 = 15
Min Scout with two damps puts you at a 18.49 base. Old cloak reduced that to 13.86 = 14
Which means one of two things:
A.) My math is wrong and something was different B.) I didn't have a proto cloak back then, hence my rage.
All I remember is that I refused to do PC, and nobody ran Min Scouts in Alpha-Charlie days. Even Moody ran Cal scout in PC instead. Gal scouts did a better job hacking than Min Scouts, since they didn't have to run as many damps and could run 2x codebreakers and damps.
Can anyone help me? Am I missing something?
Bullet Hell and Duct-Tape? Count me in!
FA recruits get free officer BPO's. Enlist today. Must be a scrub to enter.
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Bayeth Mal
Opus Arcana Covert Intervention
1864
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Posted - 2014.11.20 05:07:00 -
[25324] - Quote
CCP Rattati wrote:There is also another way, just a straight up nerf of Armor plates HP
Armour Plates? Sure.
Ferroscale? Hands off my ferros.
We'll bang, OK?
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
8099
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Posted - 2014.11.20 05:08:00 -
[25325] - Quote
MINA Longstrike wrote:^matchmaking in faction warfare when? It's practically Planetary conquest 2.0 where only 'established' 'elite' players get to play, and when they do they abuse mechanics for profit.
Tempted to report for off topic.
Do that elsewhere.
Bullet Hell and Duct-Tape? Count me in!
FA recruits get free officer BPO's. Enlist today. Must be a scrub to enter.
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One Eyed King
Land of the BIind
6025
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Posted - 2014.11.20 05:09:00 -
[25326] - Quote
Ghost Kaisar wrote:MINA Longstrike wrote:^matchmaking in faction warfare when? It's practically Planetary conquest 2.0 where only 'established' 'elite' players get to play, and when they do they abuse mechanics for profit. Tempted to report for off topic. Do that elsewhere. Lol @ off topic in the Barbershop
Thunderbolt. verb and noun.
"James thunderbolted in his pants."
"I lit a bag of thunderbolt on fire on CCP's doorway"
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One Eyed King
Land of the BIind
6025
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Posted - 2014.11.20 05:22:00 -
[25327] - Quote
Ghost Kaisar wrote:I'm trying to find some evidence for my argument with Zatara. IIRC, Min scouts had to run 3 complex damps and a cloak to avoid the 4x Cal scout, which pushed all scouts except Gal and Cal out of PC. Finding maths to prove my point. For example: The total bonus from 4x Precision is ~54.45% Old bonus was a 25% adjustment to base 36 precision becomes 27 base 27*(0.5445) = 14.7 = 15 Min Scout with two damps puts you at a 18.49 base. Old cloak reduced that to 13.86 = 14 Which means one of two things: A.) My math is wrong and something was different B.) I didn't have a proto cloak back then, hence my rage. All I remember is that I refused to do PC, and nobody ran Min Scouts in Alpha-Charlie days. Even Moody ran Cal scout in PC instead. Gal scouts did a better job hacking than Min Scouts, since they didn't have to run as many damps and could run 2x codebreakers and damps. Can anyone help me? Am I missing something? EDIT: Ah, that was when we removed the cloak bonus. Yup. that would do it. Thanks Appia. Pretty sure we couldn't even beat max Cal scans. At all, even with the pro cloak.
It was rough times...
Thunderbolt. verb and noun.
"James thunderbolted in his pants."
"I lit a bag of thunderbolt on fire on CCP's doorway"
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One Eyed King
Land of the BIind
6025
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Posted - 2014.11.20 05:24:00 -
[25328] - Quote
Ghost Kaisar wrote:One Eyed King wrote:Ghost Kaisar wrote:MINA Longstrike wrote:^matchmaking in faction warfare when? It's practically Planetary conquest 2.0 where only 'established' 'elite' players get to play, and when they do they abuse mechanics for profit. Tempted to report for off topic. Do that elsewhere. Lol @ off topic in the Barbershop You know what I mean. MINA literally just followed Rattati to a random thread to bug him. I knew what you meant, but it was still funny.
I must be coming desensitized to randoms.
Thunderbolt. verb and noun.
"James thunderbolted in his pants."
"I lit a bag of thunderbolt on fire on CCP's doorway"
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LeGoose
SAM-MIK General Tso's Alliance
683
|
Posted - 2014.11.20 05:24:00 -
[25329] - Quote
Llast 326 wrote:CCP Rattati wrote:There is also another way, just a straight up nerf of Armor plates HP Would seem less game shakingGǪ at first glance. Not saying that is good or bad If you follow through with the movement penalty process. I may suggest that the first module in shields does not affect movement but each after that would. Particularly if Reactive and/or Ferro will not give a penalty. Pure shield users do not have alternate options for adding HP. I would rather see the penalty happen to just regular plates to start with rather than shield extenders and regular plates. Especially since pure shield tanking is not really viable outside of pubs at the moment. Doing regular plates only may actually encourage shield tanking a little more or people will just switch to ferro and reactives to avoid the penalty.
Click it! I dare you...
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Llast 326
An Arkhos
5504
|
Posted - 2014.11.20 05:35:00 -
[25330] - Quote
LeGoose wrote:Llast 326 wrote:CCP Rattati wrote:There is also another way, just a straight up nerf of Armor plates HP Would seem less game shakingGǪ at first glance. Not saying that is good or bad If you follow through with the movement penalty process. I may suggest that the first module in shields does not affect movement but each after that would. Particularly if Reactive and/or Ferro will not give a penalty. Pure shield users do not have alternate options for adding HP. I would rather see the penalty happen to just regular plates to start with rather than shield extenders and regular plates. Especially since pure shield tanking is not really viable outside of pubs at the moment. Doing regular plates only may actually encourage shield tanking a little more or people will just switch to ferro and reactives to avoid the penalty. I think the reason behind including Shields in this was to discourage Duel Tanking.
MOAR Ladders
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Cass Caul
1663
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Posted - 2014.11.20 05:37:00 -
[25331] - Quote
Ghost, it's your math. Null and Alpha had a 25% bonus to precision for the Cal Scouts, that's
(Base)*(Skill)*(Role) = static 40*0.9*0.75= 27
(Static) * (Precision Enhancer 1) * (Precision Enhancer 2) * (Precision Enhancer 3) * ( Precision Enhancer 4) = modified
27 * 0.8 * 0.8262 * 0.8958 * 0.9434 = 14.9148 (Rounded to 15)
Minmatar Dampening is
(Base) * (Skill) * (Dampener1) * (dampener2) * (dampener3) * (Cloak) <= 14.49
35 * .9 * 0.75 * 0.7827 * 0.8574 * 0.9 = 14.268555 (Rounded down to 14)
You can subtract the last dampener, with 2 damps and a cloak you get 16.64145
Alpha's biggest change was the nerf to Profile Dampening aspect of the Cloak. . . Oh, that's what you were doing wrong, you forgot that the difference between Null and Alpha was the Cloak's dampening change |
LeGoose
SAM-MIK General Tso's Alliance
685
|
Posted - 2014.11.20 05:51:00 -
[25332] - Quote
Llast 326 wrote:LeGoose wrote:Llast 326 wrote:CCP Rattati wrote:There is also another way, just a straight up nerf of Armor plates HP Would seem less game shakingGǪ at first glance. Not saying that is good or bad If you follow through with the movement penalty process. I may suggest that the first module in shields does not affect movement but each after that would. Particularly if Reactive and/or Ferro will not give a penalty. Pure shield users do not have alternate options for adding HP. I would rather see the penalty happen to just regular plates to start with rather than shield extenders and regular plates. Especially since pure shield tanking is not really viable outside of pubs at the moment. Doing regular plates only may actually encourage shield tanking a little more or people will just switch to ferro and reactives to avoid the penalty. I think the reason behind including Shields in this was to discourage Duel Tanking. But are shields truly the problem in the dual tank meta we now live in? It takes 2 complex shields to achieve more HP than a single enhanced plate (only by 10 HP). Wouldn't it be effective to put these new penalties to regular plates only effectively lowering the HP of those who wish to avoid speed penalties and lower super tanked scouts?
If assaults are to remain minimally scathed by these changes wouldn't this also promote greater assault use even if it was just plates receiving the penalty?
As a side, what is the max tank an amarr scout can achieve using only comp shields and ferroscale plates? Genuinely curious, but too lazy to look for myself as I am going to sleep nowish.
Click it! I dare you...
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
8101
|
Posted - 2014.11.20 05:53:00 -
[25333] - Quote
Cass Caul wrote:Ghost, it's your math. Null and Alpha had a 25% bonus to precision for the Cal Scouts, that's
(Base)*(Skill)*(Role) = static 40*0.9*0.75= 27
(Static) * (Precision Enhancer 1) * (Precision Enhancer 2) * (Precision Enhancer 3) * ( Precision Enhancer 4) = modified
27 * 0.8 * 0.8262 * 0.8958 * 0.9434 = 14.9148 (Rounded to 15)
Minmatar Dampening is
(Base) * (Skill) * (Dampener1) * (dampener2) * (dampener3) * (Cloak) <= 14.49
35 * .9 * 0.75 * 0.7827 * 0.8574 * 0.9 = 14.268555 (Rounded down to 14)
You can subtract the last dampener, with 2 damps and a cloak you get 16.64145
Alpha's biggest change was the nerf to Profile Dampening aspect of the Cloak. . . Oh, that's what you were doing wrong, you forgot that the difference between Null and Alpha was the Cloak's dampening change
I believe I addressed that in my edit.
My maths works now. Still goes to show how alpha-bravo was hell for Min/Amarr scouts before Charlie fixed everything.
Also: I think your stacking penalties are wrong. For 4 complex precision, it goes (-20/-17.38/-11.41/-5.66) = -54.45.
27*.5445=14.7. Rounds up to 15. Same result, but still.
Bullet Hell and Duct-Tape? Count me in!
FA recruits get free officer BPO's. Enlist today. Must be a scrub to enter.
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Arkena Wyrnspire
Fatal Absolution
19197
|
Posted - 2014.11.20 06:49:00 -
[25334] - Quote
Ghost Kaisar wrote:One Eyed King wrote:Ghost Kaisar wrote:MINA Longstrike wrote:^matchmaking in faction warfare when? It's practically Planetary conquest 2.0 where only 'established' 'elite' players get to play, and when they do they abuse mechanics for profit. Tempted to report for off topic. Do that elsewhere. Lol @ off topic in the Barbershop You know what I mean. MINA literally just followed Rattati to a random thread to bug him.
Caldari are desperate.
You have long since made your choice. What you make now is a mistake.
Currently challenging CCP Rattati for the queef
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Bayeth Mal
Opus Arcana Covert Intervention
1865
|
Posted - 2014.11.20 07:11:00 -
[25335] - Quote
Wasn't there a Dev post or something saying their intended goal was for FW to be an alternative to PC? For it to be a place for Vets to go for hard core matches?
Would they rather the vets go pub stomp instead? There's nowhere for vets to go any more for consistent PuG games.
We'll bang, OK?
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Iron Wolf Saber
Den of Swords
17781
|
Posted - 2014.11.20 07:40:00 -
[25336] - Quote
I would like to note the following
Submarines do not have superior Sensors
Stealth Fighters do not have superior Sensors
Stealth Bombers do not have superior Sensors
Jamming Birds do not have superior stealth
Strike Fighters do not have superior stealth or scanners
C3 birds do not have superior stealth.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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Varoth Drac
Vengeance Unbound RISE of LEGION
380
|
Posted - 2014.11.20 08:10:00 -
[25337] - Quote
Zatara Rought wrote:Varoth Drac wrote:I love how Zatara can say stuff like, it doesn't take much for a scout to get over 500hp, just fit 4 complex shields.
And then say proto assaults mostly only run 600 to 700 hp.
So it's fine and normal for a scout to fill 2/3s of their mod slots with proto hp mods and we should balance around this, but assaults only have 700hp so can't possibly give it up for damps.
Can't remember exactly what he said, but these double standards make me lol.
Edit: ok, so he said the assault bit first, and it was up to 800hp without EWAR.
Still annoying. Over 500 hp is a lot of hp investment for a scout. lmao. More misquotes. Not surprised. getting to 500 ehp is not hard for proto scouts. The min scout with 3 extenders gets to 430. A cal with 4 slots (what exactly were you going to put in the high slots as opposed to complex shield extenders??...a damage mod for your shotty???) Gal get to 500 easily And amarr is the tankiest. Getting to 700 ehp is a lot of investment for a scout. Getting to 800 ehp on my cal assault? 5 slots of 8. And btw...the min scout has slightly PG for it's 6 high/lows and 2 equips...than my assault suit for it's 8 high/lows and 1 equip slot..isn't minmatar supposed to have the least fitting capacity of the races? (both obv have 2 weap & grenade slot) Just a weird observation I had this morning. It has more CPU than the cal scout. Ok, I was a bit harsh on you there. It's a shame I haven't had time this week to engage in this discussion properly. And I did edit my missquote pretty quick, openly.
I was just concerned you seemed to be basing discussion by comparing reasonable assault suit hp with high scout hp. I know Caldari scouts will often have 4 extenders putting their hp well about 500, but this is still high for a scout. Even if it isn't, I don't think we should be considering a fair and reasonable scout build as using 2/3s of module slots as complex hp mods. This is more hp commitment than what has been established as a fair and reasonable assault commitment to hp. And I would argue that a class designed for avoid direct confrontation should be not be designed to commit as heavily to tanking as a frontline, direct combat class.
These are fine lines I know, hence my admission that I was being harsh, and there is a lot of stuff we agree on.
I just don't want the conclusion of discussions about scouts to be, "oh they have lots of hp so we should be able to scan them and turn them into another type of assault suit". It should be more like "scouts are stealthy so they should have low defence".
One area I do agree with, contrary to some other scouts, is that heavily shield tanked scouts are too hard to kill. The problem is not 700hp armour scouts, but 500hp shield scouts with a small hitbox, high speed and high regen being too hard to kill, which breaks the "low defence" paradigm.
Fixing this should be about making scouts fit other modules than shield extenders, for example, precision enhancers, damage mods, shield regen, moving codebreakers to highs. I don't pretend to have the answers (at least, not seriously), but nerfing stealth on scouts is not the way.
I said earlier in the thread, as long as I can fit a codebreaker and a kinetic catalyser on my Min scout, and not be scanned often by anything other than a focused scanner, I will be happy. |
Varoth Drac
Vengeance Unbound RISE of LEGION
380
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Posted - 2014.11.20 08:37:00 -
[25338] - Quote
Another important point. People seem to be forgetting the other modules. It's all hp or damp. Like if scouts don't fit damps they will fit hp.
I want to be able to use the full variety of module types. A big reason for this whole discussion was becuase EWAR modules were useless on assaults. I want to be able to use biotics, hacking mods, scanning mods, maybe even damage and regen mods. Not just damp or hp.
I don't think we should be forced to fill all our slots with damps. There are other modules, and scanned scouts are prety pointless. |
Varoth Drac
Vengeance Unbound RISE of LEGION
381
|
Posted - 2014.11.20 08:40:00 -
[25339] - Quote
Iron Wolf Saber wrote:I would like to note the following
Submarines do not have superior Sensors
Stealth Fighters do not have superior Sensors
Stealth Bombers do not have superior Sensors
Jamming Birds do not have superior stealth
Strike Fighters do not have superior stealth or scanners
C3 birds do not have superior stealth.
It would be interesting if scouts had to rely on scans from logis in the same way heavies rely on logi reps. It might be impractical though due to the level or teamwork required. It's easier to be a logi, see a sentinal and think "ooo delicious war points", than to think "my scout friends need scans or they are gonna get squished".
edit: TPLAK |
Llast 326
An Arkhos
5504
|
Posted - 2014.11.20 08:43:00 -
[25340] - Quote
Varoth Drac wrote:Iron Wolf Saber wrote:I would like to note the following
Submarines do not have superior Sensors
Stealth Fighters do not have superior Sensors
Stealth Bombers do not have superior Sensors
Jamming Birds do not have superior stealth
Strike Fighters do not have superior stealth or scanners
C3 birds do not have superior stealth. It would be interesting if scouts had to rely on scans from logis in the same way heavies rely on logi reps. It might be impractical though due to the level or teamwork required. It's easier to be a logi, see a sentinal and think "ooo delicious war points", than to think "my scout friends need scans or they are gonna get squished". edit: TPLAK High Logi precision only worries me because of the shared PassivesGǪ and those Sentinels that they tend to roam around with. Buffing Logi EWAR means buffing Sentinel EWAR at no cost to the Sent.
Nice TPLAK
MOAR Ladders
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Varoth Drac
Vengeance Unbound RISE of LEGION
382
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Posted - 2014.11.20 09:06:00 -
[25341] - Quote
Llast 326 wrote:High Logi precision only worries me because of the shared PassivesGǪ and those Sentinels that they tend to roam around with. Buffing Logi EWAR means buffing Sentinel EWAR at no cost to the Sent. Nice TPLAK Cheers!
I was actually thinking of active scanners, which are less useful to sentinels due to their ranged fan-like nature.
Assuming a scout is operating behind enemy lines, it would be a nice example of complimentary gameplay if the logi, 80m in front of enemy lines, scanned everyone, highlighting enemy location and direction ready for the scout to go stabbing.
Currently scouts seem a little too independent compared to other classes.
Having said this, pub match active scanning still seems a bit too lacking to be made too important to scouts.
Maybe if mediums in competitive games generally damped below scout scans, but not below active scans, we could have this situation without loosing pub match passive scanning.
Maybe I'm just beating a dead horse about this.... |
Cass Caul
1664
|
Posted - 2014.11.20 09:08:00 -
[25342] - Quote
@Ghost, stacking penalty calculator is the same value for DUST as it is EVE, the formula has always been S(n) = 0.5^[((n-1) / 2.22292081) ^2]
oh. no. wait. You're doing math wrong again. you don't add percentages, you apply them separately. It's -44.76%, not 54.45%
If you haven't noticed by now, you're looking at my thought process and not a conversation. I see something and know it's wrong so I work out the math and look for where the other person went wrong. |
Cat Merc
Onslaught Inc RISE of LEGION
13323
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Posted - 2014.11.20 09:25:00 -
[25343] - Quote
CCP Rattati wrote:There is also another way, just a straight up nerf of Armor plates HP So I would never again touch them? Sure.
Their speed penalty is already quite punishing, I only use them on low tier suits because STD/SDV ferro and reactives suck.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
8107
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Posted - 2014.11.20 12:57:00 -
[25344] - Quote
Cass Caul wrote:@Ghost, stacking penalty calculator is the same value for DUST as it is EVE, the formula has always been S(n) = 0.5^[((n-1) / 2.22292081) ^2]
oh. no. wait. You're doing math wrong again. you don't add percentages, you apply them separately. It's -44.76%, not 54.45%
If you haven't noticed by now, you're looking at my thought process and not a conversation. I see something and know it's wrong so I work out the math and look for where the other person went wrong.
I said "think" for a reason.
Thanks though. I never knew that it was re-applied to the "base" each time.
How has this not been pointed out before? I'm sure I've done this more than once somewhere.
Bullet Hell and Duct-Tape? Count me in!
FA recruits get free officer BPO's. Enlist today. Must be a scrub to enter.
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Vitantur Nothus
Nos Nothi
478
|
Posted - 2014.11.20 13:11:00 -
[25345] - Quote
Iron Wolf Saber wrote:I would like to note the following
Submarines do not have superior Sensors
Stealth Fighters do not have superior Sensors
Stealth Bombers do not have superior Sensors
Jamming Birds do not have superior stealth
Strike Fighters do not have superior stealth or scanners
C3 birds do not have superior stealth.
SR-71 Blackbird
* Speedy * Stealthy * Reconnaissance - Oriented * Sidearms Only |
Vitantur Nothus
Nos Nothi
478
|
Posted - 2014.11.20 13:19:00 -
[25346] - Quote
Varoth Drac wrote: It would be interesting if scouts had to rely on scans from logis in the same way heavies rely on logi reps. It might be impractical though due to the level or teamwork required. It's easier to be a logi, see a sentinal and think "ooo delicious war points", than to think "my scout friends need scans or they are gonna get squished".
edit: TPLAK
In my mind, the ideal would be competitive passives for Scouts and competitive active scans for Logis. The last thing Dust needs is less vulnerable heavy/logi blobs. I suspect we'd be better off balance-wise buffing active scanners. |
Vitantur Nothus
Nos Nothi
478
|
Posted - 2014.11.20 14:28:00 -
[25347] - Quote
@ But My Skillz, Brah Which of the following more aptly describes the state of strafing in Dust 514? A) Moving deliberately in attempt to throw an opponent's aim. B) Spraying frantically while mashing ADAD or wiggling thumb.
@ But My Shields, Brah Not as frequently as before, but I still bump into heavily shielded CalScouts running Reactives or Ferros. These units -- arguably the best wigglers around -- would walk away unscathed by a strafe nerf to vanilla plates. Because of these units, I'm inclined to agree with Rattati in that shields should also be under the scope. But for the MinScout! Most are extremely squishy and entirely reliant upon their shield buffer; their lows are committed damps, kincats or codebreakers (seldom King HP). A hefty sig nerf to shield extenders would assuredly slam the MinScout, but again, the uparmored CalScout dodges the bullet. What care hath the CalScout for stealth when we need only wiggle when fired upon?
What to do ... what to do. You guys have any ideas?
(TPLAK) |
Varoth Drac
Vengeance Unbound RISE of LEGION
385
|
Posted - 2014.11.20 14:43:00 -
[25348] - Quote
Vitantur Nothus wrote:Varoth Drac wrote: It would be interesting if scouts had to rely on scans from logis in the same way heavies rely on logi reps. It might be impractical though due to the level or teamwork required. It's easier to be a logi, see a sentinal and think "ooo delicious war points", than to think "my scout friends need scans or they are gonna get squished".
edit: TPLAK
In my mind, the ideal would be competitive passives for Scouts and competitive active scans for Logis. The last thing Dust needs is less vulnerable heavy/logi blobs. I suspect we'd be better off balance-wise buffing active scanners. The thing is. a major goal of the EWAR shake-up was to improve EWAR for medium frames following the recent active scanner buff to team-wide scanning. So further buffing them doesn't seem like a good idea. Other than I think they should grant war points for team-wide intel assist kills.
In my opinion the precision-profile divide should be reduced to make dampening viable for assault suits. Precise scans should lose precision and assault profile should be reduced.
Gallente logi bonuses should be changed to focus on scanner effectiveness rather than precision.
Scouts should lose precision, encouraging precision enhancers over shield extenders. Scouts would lose one of the 3 EWAR aspects they are better than other suits at, precision, balancing the EWAR landscape somewhat. This would help prevent a problem people have raised where they feel the best counter to a scout is more scouts. I don't think this is strictly true, but the way precision scouts, like Amarr, work does encourage this idea of getting more scouts to combat scouts. we would have to abandon the notion of the anti-scout scout. Amarr and Gallente precision bonuses would become about being able to scan more mediums and having more chance to bypass their damps (or require less precision mods to do so).
In fact, on the subject of scout bonuses, whilst I am a bit reluctant to mess with them considering the effort that went into it last time, I do think the profile bonuses should go. It's too difficult to balance when some scouts are more damped than others. It's too much of a fundamental aspect of a scout.
Logis should gain improved passive precision. This moves passive precsion dominance away from scouts to logis and maintains the need for scouts to equip dampeners. This won't mess up the assault suit profile meta (in theory) as it is only effective at short range, where scout-heavy-logi combat takes place, assuming assaults engage at longer ranges.
Finally, the way focused scanners are now, I don't see why they have to be beatable by scouts. No-one ever uses them. If you want to buff active scanners, why not improve the precision of focused scanners (bearing in mind my suggested removal of the gal logi precision bonus). Even add an advanced variant. The restrictions on their use would provide a more dynamic stealth/scan gameplay element where people would feel they have another method to combat scouts, but scouts could use skill and cunning to avoid the scans (or avoid contact with the enemy until it wears off). |
Vitantur Nothus
Nos Nothi
479
|
Posted - 2014.11.20 14:58:00 -
[25349] - Quote
At minimum, I think we should consider a 5dB buff to Assault Profile and Range improvements for both MedFrames. At maximum, I see no harm in closing the gap with a 5dB buff to all MedFrame attributes (in addition to buffing range). I disagree with the notion that scouts should gift precision to a higher HP units.
As for Active Scanner improvements:
* Proto Vanilla - No Change. * Proto Focused - Buff Cooldown to 30 sec; buff Visibility to 10 sec. * Proto Quantum - Buff Cooldown to 30 sec. * Proto Proximity - Buff scan angle from 45 to 90 degrees; nerf cooldown to 15 sec. * Proto Flux - Nerf scan angle from 90 to 60 degrees. * Set Proximity and Flux to team-share; add lesser WP intel assist. * Set Vanilla, Focused and Quantum to squad-share. |
Bright Steel
Horizons' Edge Proficiency V.
334
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Posted - 2014.11.20 15:17:00 -
[25350] - Quote
I would like to see two things:
First, I would like to see armor modules effect speed as they currently do but also have extenders effect db (I stronger shield is easier to pick up on scans) This would further develops the idea of gal being damped but slowed with hp Cal being precision and range but scanned with hp Amarr could be the hunter, slow but precise and able to damp or have range Minmatar in the middle able to do all but not nearly as well.
Second, I would like to see our EWAR progress to be much more uniform.
Examples without core skills or role bonuses involved: Heavy with one percision scans assault with no damps but one damp would beat it. Assault with one percision scans scout with no damps but one damp beats it.
There is a steady progression where each class can compete with each other within reason.
I see the core skills working the same with percision and damp balanceing at at equal levels.
I don't know if this could work, y'all know better....
The Best Worst game you can't stop playing..... DUST
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