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Thread Statistics | Show CCP posts - 178 post(s) |
Canaan Knute
Kang Lo Directorate Gallente Federation
156
|
Posted - 2014.12.14 11:34:00 -
[26521] - Quote
CCP Rattati wrote:Canaan Knute wrote:I can see REs with active scanners, but they don't show up on passive scans. Is this working as intended? depends on the precision of each scan I presume I have Precision Enhancement Level 5 and at least one complex precision enhancer on most of my fits, but REs never show up on the minimap for me, even in close range. My scan precision is 17.5 for close, 35 for medium and 45.5 for far. |
Vitantur Nothus
Nos Nothi
1165
|
Posted - 2014.12.14 13:22:00 -
[26522] - Quote
Uplink scan profiles can be temperamental. Sometimes they show up on passive scans. Other times, no luck. They even seem to occasionally disappear / reappear!
Perhaps the RE is having the same issue. |
dzizur
6 dayz
133
|
Posted - 2014.12.14 13:39:00 -
[26523] - Quote
quick question scouts.
Is 'neo' scout mk.0 (got lvl 3 in minmatar scouts) a better hacker than a scout gk.0 ? I'm talking about filling all lows with complex hacking modules
in other news: knifing seems to be easier in pubs in 1.10 O_o |
Vitantur Nothus
Nos Nothi
1166
|
Posted - 2014.12.14 13:51:00 -
[26524] - Quote
dzizur wrote:quick question scouts.
Is 'neo' scout mk.0 (got lvl 3 in minmatar scouts) a better hacker than a scout gk.0 ?
Yes, the MinScout is the best possible hacker.
Hack Speed Factor GA + 1 CB - 1.64 GA + 2 CB - 2.00 MN +1 CB - 2.15 GA + 3 CB - 2.28 GA + 4 CB - 2.44 MN +2 CB - 2.62 MN +3 CB - 2.99
Fitting 3 Cmp CBs on a Minja may be a 'bit of a challenge though :-)
dzizur wrote: in other news: knifing seems to be easier in pubs in 1.10 O_o
I've had mixed results. The more experienced marks are making use of their inner TacNet ring. I've been insta-spinned / backpedaled on several occasions by 1000HP MN and CA Assault. |
Vitantur Nothus
Nos Nothi
1170
|
Posted - 2014.12.14 14:24:00 -
[26525] - Quote
@ CCP Rattati
Might we ask that you follow through with increased HP penalties for Scouts to forever rid us of Assault Lite?
The sooner we clear out what remains of Assault Lite, the sooner our class statistics will represent our actual class performance, and the sooner we'll see changes in Scout/Heavy PC meta. Additionally, areas of the class could use tuning, but we can't propose tuneups until Assault Lite is eliminating from the equation. Improvements to cloak, for example, can't happen with 800+ HP "Scouts" running around with Shotguns and Breach ARs.
Thank you for your consideration. o7 |
Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
3122
|
Posted - 2014.12.14 15:08:00 -
[26526] - Quote
Vitantur Nothus wrote:dzizur wrote: in other news: knifing seems to be easier in pubs in 1.10 O_o
I've had mixed results. Noobs will be noobs, but the more experienced marks seem to be making use of their inner TacNet ring. I've been insta-spinned-backpedal-gibbed on quite a few occasions by "unaware" 1000HP Assaults. I remember doing this to you in PC.
I was in an unscannable assault fit (except to Gallogi focused or Am Scout), and you (i think) snuck up on me with a SG Cal scout, and I turned around and CRed you to death before you could kill me before you could get a shot off.
Its stupid, IMHO.
And if you consider me an OG scout, then yes, I agree.
"Minja" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
I piss Remote Explosives and shit Shotgun shells.
|
IAmDuncanIdaho II
R 0 N 1 N
1039
|
Posted - 2014.12.14 15:38:00 -
[26527] - Quote
dzizur wrote:quick question scouts.
Is 'neo' scout mk.0 (got lvl 3 in minmatar scouts) a better hacker than a scout gk.0 ? I'm talking about filling all lows with complex hacking modules
As Vitantur already said, yes.
Bear in mind, coz I can't tell from how you worded your question whether you realise, that *any* minmatar scout suit will benefit fully from the min scout dropsuit skill. So your +15% hack speed bonus from L3 minscout skill will apply to all min scout suits. Not just the Neo.
You must learn honor, or you deserve to learn nothing at all.
~ Rivvy Dinari - Swordmaster of Ginaz
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Sinboto Simmons
Murphys-Law General Tso's Alliance
6743
|
Posted - 2014.12.14 15:56:00 -
[26528] - Quote
@Vitantur Nothus
On that we can agree.
Sinboto - The True Blood Minja
Forum Warrior level 5 Prof 1
Born of the Brutor tribe
|
One Eyed King
Land of the BIind
6601
|
Posted - 2014.12.14 16:54:00 -
[26529] - Quote
Vitantur Nothus wrote:@ CCP Rattati
Might we ask that you follow through with increased HP penalties for Scouts to forever rid us of Assault Lite?
The sooner we migrate what remains of Assault Lite, the sooner our class statistics will represent our actual class performance, and the sooner we'll see changes in Scout/Heavy PC meta. Additionally, areas of the class could use tuning, but in some cases we can't propose tuneups in good conscience until Assault Lite is eliminated from the equation. For example, we can't propose meaningful improvements to cloak (or cloak variants) while 800+ HP Scouts are running around with Shotguns and Breach ARs.
I don't think that the old anti-assault-lite plan (efficacy-based bonuses) is a good idea at this time. Passive Scans have been devalued, and rolling out EWAR efficacy bonuses which force AM/CA Scouts into range extenders would add insult to their injury. Role redesignation from passive recon to something else is likely the better idea for these units, but in talking "something else" for AM/CA Scouts, it'd be nice if we could rule out potential perk abuse by AM/CA Assault Lite.
Thank you for your consideration. o7
@ OG Scouts
Are you guys in agreement here? If I'm off target, please let me know. Here are some tuneups I have in mind but can't request on account of Assault Lite:
* Improve cloak active damp bonus; decrease cloak shimmer * Redesignate roles and racial perks for AM / CA Scout * Widen speed gap on account of MN Assault (class-wide speed buff)
I realize that low HP will leave us at disadvantage, but I believe that the disadvantage will be short term. When our performance slumps, we'll be in better position to request sharper tools and sneakier shenanigans. I am all for fixing the AssLite problem. At this point my suits are already broken, and if breaking them further eventually gets us to really balancing them, I see no reason not to.
I don't necessarily think ALL modules need to be efficacy based, particularly seeing where Range Enhancers are right now (and are there for good reason).
Also, do you think that it is time for us to revisit the notion of any particular scouts having bonuses to cloaking? I know it was not appealing before, but perhaps we will be overly constraining ourselves in future iterations.
@ Duncan
I think he only brought up mk.0s because those have 3 Low Slots vs 2 on Std and Adv.
Thunderbolt. verb and noun.
"James thunderbolted in his pants."
"I lit a bag of thunderbolt on fire on CCP's doorway"
|
dzizur
6 dayz
135
|
Posted - 2014.12.14 17:28:00 -
[26530] - Quote
IAmDuncanIdaho II wrote:dzizur wrote:quick question scouts.
Is 'neo' scout mk.0 (got lvl 3 in minmatar scouts) a better hacker than a scout gk.0 ? I'm talking about filling all lows with complex hacking modules
As Vitantur already said, yes. Bear in mind, coz I can't tell from how you worded your question whether you realise, that *any* minmatar scout suit will benefit fully from the min scout dropsuit skill. So your +15% hack speed bonus from L3 minscout skill will apply to all min scout suits. Not just the Neo.
Thanks for your replies. I do in fact realise that any minscout gets the bonus, I just used 'neo' as an example as my level is high enough to use the "normal" proto version of that suit. 'Cause you know, proto gal has more slots, but on the other hand I have 15% from suit bonus in minmatar. |
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Vyuru
Algintal Core Gallente Federation
65
|
Posted - 2014.12.14 18:15:00 -
[26531] - Quote
I'd like to see scouts given more of a reason or specialty really.
One idea could be let us upload firewalls to hacked points and installations that slows down people trying to counterhack it.
I've seen some ideas awhile ago for scout only deployable equipment that looked like it could be interesting.
Right now the only things you can really do in game is kill, hack, use tools like reps, and deploy equipment. Give us something scout unique. |
Spademan
Fatal Absolution General Tso's Alliance
5024
|
Posted - 2014.12.14 19:04:00 -
[26532] - Quote
Vyuru wrote:I'd like to see scouts given more of a reason or specialty really.
One idea could be let us upload firewalls to hacked points and installations that slows down people trying to counterhack it.
I've seen some ideas awhile ago for scout only deployable equipment that looked like it could be interesting.
Right now the only things you can really do in game is kill, hack, use tools like reps, and deploy equipment. Give us something scout unique. Truth be told I'd be willing to let them drop our health to 1 shield and 1 armour if we got Mirrors Edge movement.
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
|
sir RAVEN WING
Kaalmayoti Warzone Control
1843
|
Posted - 2014.12.14 19:14:00 -
[26533] - Quote
Spademan wrote:Vyuru wrote:I'd like to see scouts given more of a reason or specialty really.
One idea could be let us upload firewalls to hacked points and installations that slows down people trying to counterhack it.
I've seen some ideas awhile ago for scout only deployable equipment that looked like it could be interesting.
Right now the only things you can really do in game is kill, hack, use tools like reps, and deploy equipment. Give us something scout unique. Truth be told I'd be willing to let them drop our health to 1 shield and 1 armour if we got Mirrors Edge movement. I'd love that too.
I've managed to do a little wall running in Caldari Production Facility, but nothing too fancy.
Of course it's not much of a drop for my 213HP scout.
I will leave you drowning in your own blood.
Then I will terminate your clone
With a potato
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Vitantur Nothus
Nos Nothi
1185
|
Posted - 2014.12.14 21:49:00 -
[26534] - Quote
sir RAVEN WING wrote: Of course it's not much of a drop for my 213HP scout.
Liking you more and more, Raven. |
Sinboto Simmons
Murphys-Law General Tso's Alliance
6748
|
Posted - 2014.12.14 21:50:00 -
[26535] - Quote
Got three kincats on my Minja, don't ask me how, I'm loving it.
This is your Minja: Sup I'm gonna stab you. o7
This is your Minja stacking kincats: WAZUP BOY I TOOK OUT YOUR ENTIRE SQUAD HEY LOOK HEAVY GET FLANKED HEVIEZ MINJA RULES **** THOSE AMARR MAN WANKERS HEY LOOK A HACKER BOOOOM NOW YOU DEAD HOW YOU LIKE MY RE MOFO HAHAHAHAHA!!!!!!!
Sinboto - The True Blood Minja
Forum Warrior level 5 Prof 1
Born of the Brutor tribe
|
J0LLY R0G3R
And the ButtPirates
1349
|
Posted - 2014.12.14 22:03:00 -
[26536] - Quote
Sinboto Simmons wrote:Got three kincats on my Minja, don't ask me how, I'm loving it.
This is your Minja: Sup I'm gonna stab you. o7
This is your Minja stacking kincats: WAZUP BOY I TOOK OUT YOUR ENTIRE SQUAD HEY LOOK HEAVY GET FLANKED HEVIEZ MINJA RULES **** THOSE AMARR MAN WANKERS HEY LOOK A HACKER BOOOOM NOW YOU DEAD HOW YOU LIKE MY RE MOFO HAHAHAHAHA!!!!!!!
I too took ritalin when I was younger. XD
TLDR : Last Dust Montage
|
voidfaction
Nos Nothi
667
|
Posted - 2014.12.14 22:37:00 -
[26537] - Quote
Vitantur Nothus wrote:@ CCP Rattati
Might we ask that you follow through with increased HP penalties for Scouts to forever rid us of Assault Lite?
The sooner we migrate what remains of Assault Lite, the sooner our class statistics will represent our actual class performance, and the sooner we'll see changes in Scout/Heavy PC meta. Additionally, areas of the class could use tuning, but in some cases we can't propose tuneups in good conscience until Assault Lite is eliminated from the equation. For example, we can't propose meaningful improvements to cloak (or cloak variants) while 800+ HP Scouts are running around with Shotguns and Breach ARs.
I don't think that the old anti-assault-lite plan (efficacy-based bonuses) is a good idea at this time. Passive Scans have been devalued, and rolling out EWAR efficacy bonuses which force AM/CA Scouts into range extenders would add insult to their injury. Role redesignation from passive recon to something else is likely the better idea for these units, but in talking "something else" for AM/CA Scouts, it'd be nice if we could rule out potential perk abuse by AM/CA Assault Lite.
Thank you for your consideration. o7
@ OG Scouts
Are you guys in agreement here? If I'm off target, please let me know. Here are some tuneups I have in mind but can't request on account of Assault Lite:
* Improve cloak active damp bonus; decrease cloak shimmer * Redesignate roles and racial perks for AM / CA Scout * Widen speed gap on account of MN Assault (class-wide speed buff)
I realize that low HP will leave us at disadvantage, but I believe that the disadvantage will be short term. When our performance slumps, we'll be in better position to request sharper tools and sneakier shenanigans. * Improve cloak active damp bonus; decrease cloak shimmer > BIG YES * Redesignate roles and racial perks for AM > Yeah - CA > Maybe not With the hint of moving range extenders to high slot I am not sure CA scout will be in all that bad of a spot. CA scout would have the ability to have the longest passive scan range and able to still dampen well with 2x cDampeners. If they move the range extenders to high as hinted I could essentially have my old gal scout ranged build before 1.8 using a CA scout with 2x Dmg 2x Range 2x Damp difference being less range still but range extenders have been nerfed for everyone so it is still better * Widen speed gap on accout of MN Assault (class-wide speed buff) > Sure why not, lol...I never skilled Kincats past 1 until last week when I decided to respec into everything the apex suit show a gal scout should be.
Then you have the already discussed less penalty to range while cloaked that I feel is really important now that range extenders have been nerfed and the rest of the eWar changes has nerfed scout |
Pseudogenesis
Subdreddit Test Alliance Please Ignore
1037
|
Posted - 2014.12.14 23:16:00 -
[26538] - Quote
Sinboto Simmons wrote:Got three kincats on my Minja, don't ask me how, I'm loving it.
This is your Minja: Sup I'm gonna stab you. o7
This is your Minja stacking kincats: WAZUP BOY I TOOK OUT YOUR ENTIRE SQUAD HEY LOOK HEAVY GET FLANKED HEVIEZ MINJA RULES **** THOSE AMARR MAN WANKERS HEY LOOK A HACKER BOOOOM NOW YOU DEAD HOW YOU LIKE MY RE MOFO HAHAHAHAHA!!!!!!! I've never been a fan of using proto in pubs but with the current meta I may just have to throw caution/my wallet to the wind and try full retard kincat stacking for a while.
Stabby-stabber extraordinaire
I stabbed Rattati once, you know.
|
Bayeth Mal
Opus Arcana Covert Intervention
2053
|
Posted - 2014.12.14 23:24:00 -
[26539] - Quote
Vitantur Nothus wrote:
@ OG Scouts
Are you guys in agreement here? If I'm off target, please let me know. Here are some tuneups I have in mind but can't request on account of Assault Lite:
* Improve cloak active damp bonus; decrease cloak shimmer * Redesignate roles and racial perks for AM / CA Scout * Widen speed gap on account of MN Assault (class-wide speed buff)
I realize that low HP will leave us at disadvantage, but I believe that the disadvantage will be short term. When our performance slumps, we'll be in better position to request sharper tools and sneakier shenanigans.
You're right IMO, but I do think we need to agree on what kind of HP levels we're happy with and work from there. I draw the line at around 550 total HP. I know that's a lot to some who run no HP mods, but it has been argued pretty well that there are some scenarios where you're going to take spray and pray damage. Or in the case of my long range flanking bastardy, return fire due to RR becoming a joke. The lower HP forces scouts into SG or NK and pretty much nothing else. And I'm not suggessting we "should" have 500 or so hp, just that that is where it hits a hard roof and is the nearest to "light assault" you can get.
I've suggested before a kind of mod slot over haul, that puts a hard cap on HP for the different suits, short of some system like that I don't know how we'll do it without breaking the suit though.
Can we maybe implement a system where a certain number of a suits slots (of both highs and lows) are "yellow" and can be filled with HP mods but the remaining white ones have to be something else. Trying to put HP mods in those gives a "Limit Exceeded" error. Or give HP mods the diminishing returns of other mods.
We'll bang, OK?
|
Pseudogenesis
Subdreddit Test Alliance Please Ignore
1038
|
Posted - 2014.12.14 23:39:00 -
[26540] - Quote
I just realized: The solution to the cloak swap delay is stacking myofibril stimulators! Punchpunchpunchpunch
Stabby-stabber extraordinaire
I stabbed Rattati once, you know.
|
|
One Eyed King
Land of the BIind
6608
|
Posted - 2014.12.14 23:42:00 -
[26541] - Quote
Pseudogenesis wrote:I just realized: The solution to the cloak swap delay is stacking myofibril stimulators! Punchpunchpunchpunch You may be onto something...
Thunderbolt. verb and noun.
"James thunderbolted in his pants."
"I lit a bag of thunderbolt on fire on CCP's doorway"
|
Sinboto Simmons
Murphys-Law General Tso's Alliance
6753
|
Posted - 2014.12.14 23:57:00 -
[26542] - Quote
One Eyed King wrote:Pseudogenesis wrote:I just realized: The solution to the cloak swap delay is stacking myofibril stimulators! Punchpunchpunchpunch You may be onto something... still have the hit detection to worry about don't kill your target and well......
Sinboto - The True Blood Minja
Forum Warrior level 5 Prof 1
Born of the Brutor tribe
|
Vitantur Nothus
Nos Nothi
1189
|
Posted - 2014.12.15 03:28:00 -
[26543] - Quote
Bayeth Mal wrote: You're right IMO, but I do think we need to agree on what kind of HP levels we're happy with and work from there. I draw the line at around 500 total HP. I know that's a lot to some who run no HP mods, but it has been argued pretty well that there are some scenarios where you're going to take spray and pray damage. Or in the case of my long range flanking bastardy, return fire due to RR becoming a joke. The lower HP forces scouts into SG or NK and pretty much nothing else. And I'm not suggessting we "should" have 500 or so hp, just that that is where it hits a hard roof and is the nearest to "light assault" you can get (also assuming this is a Proto fit).
I've suggested before a kind of mod slot over haul, that puts a hard cap on HP for the different suits, short of some system like that I don't know how we'll do it without breaking the suit though.
Can we maybe implement a system where a certain number of a suits slots (of both highs and lows) are "yellow" and can be filled with HP mods but the remaining white ones have to be something else. Trying to put HP mods in those gives a "Limit Exceeded" error. Or give HP mods the diminishing returns of other mods.
Agreed. To put a number on it, when I think Assault Lite I think 700+ HP.
Seems that more and more of these guys are gravitating toward Assault; my concern is that they'd return in a blink if Scouts or Cloak were ever meaningfully improved. That's part of the reason why I'm hoping Rattati pushes through scout-specific drawbacks for vanilla plates. Doing so would protect us from a reverse migration of Assault Lite down the road. |
Bayeth Mal
Opus Arcana Covert Intervention
2055
|
Posted - 2014.12.15 07:35:00 -
[26544] - Quote
So +50% penalty for stacking? So movement penalty would go: 5%->15%->22.5%->30% (As opposed to current 5,10,15,20) Not sure really, might be a fix, may also really hit the tanked wiggle wagglers hard.
Over all I'd like to see the stacking penalty apply to HP mods. People don't diversify if they don't have to. It'll force everyone, sentinels, assaults, scouts etc to give serious thought to making use of something other than HP mods (energizers, reps etc). Though it would have the impact of making everyone dual tank.
Though as a Gal scout I'm forced to dual tank so it's not like I'm biased or anything.
Hopefully this would have the impact of normalising build HP somewhat but diversifying their style. So one Gal Assault might go hard on Reps, the other might Dampen. Basically we need to either make the alternative mods attractive or HP less attractive. The problem is, giving a major buff to Regs, Reps, energizers might get to the point of absurdity. Amarr Sentinels repping through your CR damage. Caldari Sentinels taking 2 seconds to go from 0-700 shields. So the nerf really needs to hit the HP mods, then the others just look good by comparison. But somebody putting a single HP mod isn't really the problem.
It's this guy that's the problem. http://www.protofits.com/fittings/shared/1261/9081 (That's an extreme example I know)
We'll bang, OK?
|
Pseudogenesis
Subdreddit Test Alliance Please Ignore
1042
|
Posted - 2014.12.15 10:52:00 -
[26545] - Quote
Yeah, penalties need to hit pure HP stacking before buffs to alternative utility mods are made. Shield and armor utility mods would be ridiculous if buffed right now. Instead of "competing" with HP mods we'd just see better HP fits out there. Imo stacking penalties + extra penalty for scouts is the way to go.
Stabby-stabber extraordinaire
I stabbed Rattati once, you know.
|
Varoth Drac
Titans of Phoenix
516
|
Posted - 2014.12.15 11:55:00 -
[26546] - Quote
Hp mod penalties are a kind of stacking penalty. For example armour plates get 5, 10, 15% movement penalty for stacking.
In my opinion we just need harsher penalties for both shields and armour.
To be honest, I'm not seeing much crying about scouts recently, and I kind of feel medium suits are fine with hp mods as they are. Gal and Cal assaults could do with better weapon bonuses, but otherwise I think they are fine. I don't know what to do about sentinels, they don't bug me that much.
Things I want to see are:
Intronduction of inertia, would fix impossible to hit Cal scouts and Min assaults, would massively help with knifing heavies. Would also help fix snipers.
High slot codebreakers and range amps. We need more high slot options, and HS codebreakers would be great for my min scout. Would also be great to make range amps share slots with precision in preparation for my next point.
Fix range amps. We can't have super precision short scans at long range, so other things need tweaking to stop this breaking everything.
Kincats and codebreakers need their fitting requirements reduced to encourage their use over hp. Most other non-hp mods have reduced fitting, so should they.
We could then look at making scout damp and scan bonuses mod based, once range amps are fixed. |
Vitantur Nothus
Nos Nothi
1191
|
Posted - 2014.12.15 13:54:00 -
[26547] - Quote
Bayeth Mal wrote:So +50% penalty for stacking? So movement penalty would go: 5%->15%->22.5%->30% (As opposed to current 5,10,15,20) Not sure really, might be a fix, may also really hit the tanked wiggle wagglers hard. Over all I'd like to see the stacking penalty apply to HP mods. People don't diversify if they don't have to. It'll force everyone, sentinels, assaults, scouts etc to give serious thought to making use of something other than HP mods (energizers, reps etc). Though it would have the impact of making everyone dual tank. Though as a Gal scout I'm forced to dual tank so it's not like I'm biased or anything. Hopefully this would have the impact of normalising build HP somewhat but diversifying their style. So one Gal Assault might go hard on Reps, the other might Dampen. Basically we need to either make the alternative mods attractive or HP less attractive. The problem is, giving a major buff to Regs, Reps, energizers might get to the point of absurdity. Amarr Sentinels repping through your CR damage. Caldari Sentinels taking 2 seconds to go from 0-700 shields. So the nerf really needs to hit the HP mods, then the others just look good by comparison. But somebody putting a single HP mod isn't really the problem. It's this guy that's the problem. http://www.protofits.com/fittings/shared/1261/9081(That's an extreme example I know) TTK is creeping up a little too high in my opinion. Having situational awareness and getting the jump on somebody at best is a 50/50 chance of success. And this is true even of assaults.
I agree with all of this, and those numbers look good to me. Frankly, I'd be game for a frame-specific exponential increase like Rattati had floated, such that a unit might take on lower penalty while within his frame's "reasonable HP bounds" but penalties increase steeply when he exceeds those bounds.
The 1,500HP AM Assault above is a great example of the problem. This unit tripled his HP and only loses 23% of sprint speed. He's a faster Fine Rifle Heavy who gets to keep his Assault perks. Scouts rivaling the HP of Assaults absolutely caused problems; how is an Assault rivaling the HP of Heavies any different?
When a Scout pushes his HP into Assault territory, penalties should suffice to incentive the use of Assault instead. The same rule should apply when Assaults (like this one) push their HP into Heavy territory. Otherwise, we end up with more HP Creep. A Minmatar Heavy would be right to point at this AM Assault as justification for a class HP increase. And at the bottom of the HP Food Chain, 400HP sneaky and biotic Scouts are left to contend with an even wider HP gap. |
Kaeru Nayiri
OSG Planetary Operations Covert Intervention
316
|
Posted - 2014.12.15 18:43:00 -
[26548] - Quote
Vitantur Nothus wrote:@ CCP Rattati
Might we ask that you follow through with increased HP penalties for Scouts to forever rid us of Assault Lite?
The sooner we migrate what remains of Assault Lite, the sooner our class statistics will represent our actual class performance, and the sooner we'll see changes in Scout/Heavy PC meta. Additionally, areas of the class could use tuning, but in some cases we can't propose tuneups in good conscience until Assault Lite is eliminated from the equation. For example, we can't propose meaningful improvements to cloak (or cloak variants) while 800+ HP Scouts are running around with Shotguns and Breach ARs.
I don't think that the old anti-assault-lite plan (efficacy-based bonuses) is a good idea at this time. Passive Scans have been devalued, and rolling out EWAR efficacy bonuses which force AM/CA Scouts into range extenders would add insult to their injury. Role redesignation from passive recon to something else is likely the better idea for these units, but in talking "something else" for AM/CA Scouts, it'd be nice if we could rule out potential perk abuse by AM/CA Assault Lite.
Thank you for your consideration. o7
@ OG Scouts
Are you guys in agreement here? If I'm off target, please let me know. Here are some tuneups I have in mind but can't request on account of Assault Lite:
* Improve cloak active damp bonus; decrease cloak shimmer * Redesignate roles and racial perks for AM / CA Scout * Widen speed gap on account of MN Assault (class-wide speed buff)
I realize that low HP will leave us at disadvantage, but I believe that the disadvantage will be short term. When our performance slumps, we'll be in better position to request sharper tools and sneakier shenanigans.
+1
Very good post. |
Kaeru Nayiri
OSG Planetary Operations Covert Intervention
316
|
Posted - 2014.12.15 19:00:00 -
[26549] - Quote
Has anyone considered making both Armor plates and Shield extenders PERCENTAGE based instead of straight value?
Any suit with more base HP could get more from using them so the cap on HP would be a totally natural one. This would require revisiting all frames basic HP values but we could have really good stuff with this.
If shield extenders (or armor plates) were +10%, with stacking penalties, frames that are tanky stay tanky, frames that are light get a lot less, and abuse automatically becomes impossible. It also fits in perfectly since the modules are enhancing the frames built in performance, not adding new functionality.
Scout: 150 Shield +10% -> +15 HP and if you stack a second shield extender then stacking penalties begin as normal
Assault with 300 Armor +10% armor plate -> 330 Armor, adding another plate would stacking penalty
Heavy with 600 Shield +10% -> +60 HP, again, adding more would have stacking penalties from there.
Just an idea. |
Ghost Kaisar
Fatal Absolution General Tso's Alliance
8885
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Posted - 2014.12.15 19:26:00 -
[26550] - Quote
Kaeru Nayiri wrote:Has anyone considered making both Armor plates and Shield extenders PERCENTAGE based instead of straight value?
Any suit with more base HP could get more from using them so the cap on HP would be a totally natural one. This would require revisiting all frames basic HP values but we could have really good stuff with this.
If shield extenders (or armor plates) were +10%, with stacking penalties, frames that are tanky stay tanky, frames that are light get a lot less, and abuse automatically becomes impossible. It also fits in perfectly since the modules are enhancing the frames built in performance, not adding new functionality.
Scout: 150 Shield +10% -> +15 HP and if you stack a second shield extender then stacking penalties begin as normal
Assault with 300 Armor +10% armor plate -> 330 Armor, adding another plate would stacking penalty
Heavy with 600 Shield +10% -> +60 HP, again, adding more would have stacking penalties from there.
Just an idea.
This has been brought up SEVERAL times.
Though I'm more of a fan of "Light, Medium, and Heavy" Shield Extenders / Armor plates.
Heavy frames would have the most CPU/PG, but their weapons and modules will cost a TON.
Mediums would be unchanged.
Lights would have the least, and would likely be forced to use "Specialist" weapons to run decent weapons. Their modules would be the cheapest in terms of PG/CPU
This would make it harder to HP tank out of a suits intended range. You wanna equip a heavy shield mod on a Med Frame? You better be willing to sacrifice a LOT of CPU/PG for it.
Born Deteis Caldari. Rejected by my Kinsman.
Found a new family in the Vherokior Tribe.
Nobody messes with my family
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