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Krom Ganesh
Holdfast Syndicate Amarr Empire
53
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Posted - 2013.07.03 21:32:00 -
[1] - Quote
I would say another equipment slot + a cpu/pg boost + a buff to move/sprint speed is what scouts need.
Why?
An extra equipment slot would allow me to do more scout-y things at once, like uplink + scanner or uplink + stealth (once it gets here)
The cpu/pg boost would be so that I could actually fit this new equipment on my already cpu/pg tight suit
The move/sprint speed boost would help the move the scout away from being a weak assault. 0.5-0.6 m/s difference between our assault variants isn't much to talk about. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
57
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Posted - 2013.07.04 03:02:00 -
[2] - Quote
In addition to what I said above, I'm slightly against adding more highs and lows to scouts (I'd take it just because CCP needs to throw scouts a bone though).
The reason is because at the moment there are no useful modules for scouting. What about the ones that affect passive scan? Even if passive scan actually worked, for most scout-related roles they aren't very useful. The precision enhancers? Only really useful to a scout for finding another scout. The profile dampener? Only useful for a scout hiding from a scout hunter. Range amplifier? Perhaps a cqc scout would find it useful (Would need a minja or shoty scout's POV on this). All of these (except the cqc scout) are highly specialized fits. What about codebreakers then? While I do find they are helpful, the extra hacking speed provided by them rarely feels necessary. Most scouts probably wouldn't see much use in adding these modules.
What would these new slots go to then? Adding more tank or more gank. While that is good for scout survivability, it would also would further encourage scouts to play like speedy assaults which I do not believe is what CCP intended for the scout. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
58
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Posted - 2013.07.04 05:14:00 -
[3] - Quote
Stile451 wrote:You aren't supposed to be able to fit all of your slots with prototype gear.
I certainly can't on my prototype Minmatar logistics suit(even if I had all passive skills at level 5). I could maybe fit 9 prototype items with 1 dead slot(cpu/pg upgrade). That's 9 out of 14 slots(64%).
So I gave it a shot using the fitting tool to see what I could do with proto scouts.
I was able to fit a minmatar mk.0 with 3 complex shield modules, prototype shotgun, standard smg, prototype grenades, prototype kinetic catalyzer, and advanced nanohive while using one enhanced cpu upgrade. That's 6 out of 9 slots(66%).
I was also able to fit a gallente gk.0 with 1 complex shield module, prototype shotgun, prototype nova knives, prototype grenades, 2x prototype kinetic catalyzers, a prototype cardiac regulator, stable drop uplinks(standard but uses less CPU/PG), and using 1 militia CPU upgrade. This one is very tight for PG(uses 79 of 79). That's 7 out of 9(78%).
A cheaper grenade could be used to allow you to use the dead slots with standard items. The flaylock could also be used to make these fittings work more easily as well.
It seems to me that the scout suit is balanced with other suits as far as fittings go, although one extra low slot would help(use it for CPU or PG upgrades).
Fitting-wise, the scout is fairly well balanced with our current slot setup. The problem is performance-wise the scout are badly behind all other suits now. Any increase in cpu/pg would be for the sole purpose of rebalancing the suit if it gained more slots (whether that slot is equipment or module). |
Krom Ganesh
Holdfast Syndicate Amarr Empire
62
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Posted - 2013.07.04 07:47:00 -
[4] - Quote
Stile451 wrote:Ah, so you're basically asking for an 11%(1/9*100) increase in pg and cpu for each new slot given if any are given. I could see one low module with an 11% increase in CPU and PG. That is my angle at least.
Just as minor note, I believe we would be owed a 12.5% increase in CPU/PG since 9 slots is an increase of 12.5% over 8 slots. (I will claw every last bit of a buff I can for scouts ) |
Krom Ganesh
Holdfast Syndicate Amarr Empire
67
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Posted - 2013.07.05 05:01:00 -
[5] - Quote
Stile451 wrote:gk.0 has 1 high, 4 low, 1 equip, 1 light weapon, 1 sidearm, 1 grenade for a total of 9 slots. The mk.0 similarly has 9 slots. 12.5% is a rounder number though. Whoops
Must have missed one when I was counting the slots. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
70
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Posted - 2013.07.05 09:18:00 -
[6] - Quote
I actually really like the idea of having the basic frame being quite a bit of difference from the specialized versions. This means basic lights might actually fill some sort of niche instead of being a poor man's scout suit. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
71
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Posted - 2013.07.05 09:51:00 -
[7] - Quote
Matticus Monk wrote: - Increase base scan range to 15m Only beneficial to CQC scouts. Caldari and Amarr are theorized to have a more ranged focus - Add 15-20 CPU per suit tier (this assumes no extra modules) - Add .2 or .3 to base & sprint speed I fear this is too little. Someone mentioned some where that since heavies have ~1.3 less speed than mediums, lights should have ~1.3 more than mediums. That seems like it might work - Increase jump height by foot or two Sounds cool, but might make bunny hopping better (which I think is bad). Would need field testing. - Fix stamina 1.2 downgrade I actually like the downgrade. It makes stamina conservation mroe important - Add another high slot to Gallente pro, Low to Min @ pro (adjust CPU/PG to accomodate) As I said earlier, I fear this would push scouts to be more like assaults.
The-Errorist wrote:Krom Ganesh wrote:I actually really like the idea of having the basic frame being quite a bit of difference from the specialized versions. This means basic lights might actually fill some sort of niche instead of being a poor man's scout suit. Actually basic frames are more expensive than specialized dropsuits.
Really? That seems odd...
Anyways I was meaning a SP poor man |
Krom Ganesh
Holdfast Syndicate Amarr Empire
75
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Posted - 2013.07.07 16:15:00 -
[8] - Quote
What all did they do in the Stamina nerf? I have only noticed the delay when you empty the stamina bar. (Is the delay still there when it isn't emptied?) It's hard for me to tell the extent of it since I switched to my scout sniper fit which has two adv cardiac regulators right after 1.2 occurred. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
144
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Posted - 2013.07.07 17:55:00 -
[9] - Quote
DRDEEZENUTSZ TWOpointo wrote:I think it be better if medium suits were slower cause scouts are like 5% faster while heavys are 30% slower and if there medium suits they should be in the medium in between the suits. The problem with just decreasing medium move/sprint speed is that the scout's speed isn't just for out running other suits, it is also our best method tanking. Speed tanking worked well enough pre-1.2 because of lousy hit detection and us out running the frame rate. Now that hit detection is (mostly) fixed and everyone's fps has improved, we can't rely on our speed to dodge bullets. If you just decrease medium's move/sprint speed, scouts will be just as easy to kill and mediums will be unhappy. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
144
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Posted - 2013.07.08 23:58:00 -
[10] - Quote
Bump.
Krom Ganesh wrote:What all did they do in the Stamina nerf? I have only noticed the delay when you empty the stamina bar. (Is the delay still there when it isn't emptied?) It's hard for me to tell the extent of it since I switched to my scout sniper fit which has two adv cardiac regulators right after 1.2 occurred.
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Krom Ganesh
Holdfast Syndicate Amarr Empire
580
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Posted - 2013.11.07 16:33:00 -
[11] - Quote
Kagehoshi, could I get your opinion on an idea I had? |
Krom Ganesh
Holdfast Syndicate Amarr Empire
583
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Posted - 2013.11.07 19:22:00 -
[12] - Quote
Had some more thoughts on what I said. Sentinels should get one active mod slot. There are some active mods that could be good for them.
Another adjustment is that rather than suits getting bonuses to active mod performance, the active mods themselves could list when they are most effective based of frame race, size, and spec(maybe) (as more suits are added, this would deserve its own tab in the info pane)
For example, Cloak: User is invisible for yadda yadda ya. Effectiveness: Light +++ Med ++ Heavy + Gal ++ Cal + Amarr + Min +
This way all lights would be the better than any medium at using the cloak and gal suits would be better than other races.
Other active mod ideas: Tacnet disruptor - Causes tacnet to only display static and removes IFF (enemy and ally names don't appear and reticule doesn't change colors) Kinetic Overclock - Causes movement and sprint speed to be boosted by some percentage An active mod to temporarily boost damage (most effective with meds?) An active mod to temporarily reduce damage (most effective with heavies?) Overwatch - Boosts passive scan range and scan precision by some percentage and transmits enemy locations to allies (could also cause user to appear as if scanned to anyone within the user's range) (gal light most effective) |
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