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ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
283
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Posted - 2013.08.16 18:39:00 -
[61] - Quote
Stile451 wrote:It's not really the amount of stamina that you have that determines the amount of jumping you can do. I have noticed that for every subsequent jump twice the amount of stamina is used. On my minmatar logi I can get 4 jumps out of my stamina before it's completely empty.
My G-Scout can only pull off 3 (sometimes I'm unlucky and am only able to jump twice).
I do think that a solid number would be best. Cardiacs would be much more valuable and would diversify the frames a little more.
`Sigh. Just another fun game of DUST. |
Lynn Beck
Granite Mercenary Division
112
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Posted - 2013.08.16 19:18:00 -
[62] - Quote
I bought the aurym proto cardiacs, and can still only jump 4 times, though if you sprint jump you can do like 14. ;) Also find it wierd that the gallente loses a high slot for 2 lows from adv-proto |
Stile451
Red Star. EoN.
188
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Posted - 2013.08.16 19:21:00 -
[63] - Quote
ALPHA DECRIPTER wrote:Stile451 wrote:It's not really the amount of stamina that you have that determines the amount of jumping you can do. I have noticed that for every subsequent jump twice the amount of stamina is used. On my minmatar logi I can get 4 jumps out of my stamina before it's completely empty. My G-Scout can only pull off 3 (sometimes I'm unlucky and am only able to jump twice). I do think that a solid number would be best. Cardiacs would be much more valuable and would diversify the frames a little more. That's odd although I do have a cardiac regulator on it as well. Scouts should be able to out jump other suits(1 more than assaults, 2 more than heavies). |
KING CHECKMATE
Bragian Order Amarr Empire
569
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Posted - 2013.08.17 22:17:00 -
[64] - Quote
Niuvo wrote:CCp, make us full-fledged scouts. I infiltrate all the time in skirmish, gets the ol' ticker pumping. Scouts can win wars.
Yup AND you are limited to skirmish too, because in Ambush if you play as a scout you are gona get raped. |
Stile451
Red Star. EoN.
189
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Posted - 2013.08.17 23:47:00 -
[65] - Quote
You can't play sneaky scout but you can play maneuverable scout in ambush(use the MD so you don't have to be in the enemy sight lines). |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5480
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Posted - 2013.08.19 23:34:00 -
[66] - Quote
Renamed thread to be more clear about what I want |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5587
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Posted - 2013.08.29 20:17:00 -
[67] - Quote
Lights still need love |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5636
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Posted - 2013.08.31 18:05:00 -
[68] - Quote
Perhaps in 1.5 |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
383
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Posted - 2013.08.31 19:37:00 -
[69] - Quote
Stile451 wrote: That's odd although I do have a cardiac regulator on it as well. Scouts should be able to out jump other suits(1 more than assaults, 2 more than heavies).
I also run a cardiac and still limited to 2-3 jumps
`Sigh. Just another fun game of DUST. |
Stile451
Red Star. EoN.
196
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Posted - 2013.08.31 23:50:00 -
[70] - Quote
That's bad. It definitely needs to be increased(but not too much as we don't need a proliferation of bunny hopping). |
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Nonya Bizznizz
DUST University Ivy League
32
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Posted - 2013.09.01 05:56:00 -
[71] - Quote
I think Assaults should get a second equip slot at Proto levels, or lvl 4 operation, and the Sentinel gets 1 equip slot at advanced lvl. Logibros shouldn't be the only ones packing multiple equipment slots. |
BIind Shot
Neanderthal Nation Public Disorder.
5
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Posted - 2013.09.01 06:41:00 -
[72] - Quote
I just started a scout sniper and I must say I agree. Not about the equipment but another module or two. |
Django Quik
Dust2Dust. Top Men.
1373
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Posted - 2013.09.01 09:10:00 -
[73] - Quote
Nonya Bizznizz wrote:I think Assaults should get a second equip slot at Proto levels, or lvl 4 operation, and the Sentinel gets 1 equip slot at advanced lvl. Logibros shouldn't be the only ones packing multiple equipment slots. The equip slots were removed because it made logis less (not at all) important. For the mediums and heavies the equipment slots are perfect. Multiple equipment slots should be the strict domain of specific specialisations.
With regards to the rest of this thread, here are my thoughts: - An extra equipment slot would be great for some players but not so useful for others (until the cloak comes out); personally atm I'd rather have extra mod slots than equipment. - Gallente scouts should get 1 extra low slot at STD and ADV and 1 extra high at PRO with extra CPU/PG to make it usable. (not sure about min because don't run that) - Speed should be buffed 0.5m/s (sprint and movement) - Scan range should be 20m
An extra equipment slot could perhaps be added for another light suit specialisation or the cloak module could be inbuilt to scout suits when it is released.
An extra slot would not allow scouts to become speedy assaults because even with an extra ~70hp, you're still really squishy and the assaults will still mow you down.
Speed and scan range are really the base changes that must be done to enable scouts to perform their proper scoutly duties in whatever battlefield role they choose.
And of course, whatever has been done to stamina needs undoing and jump cost should be a static amount rather than percentage based, which is ridiculous. There should be no complaints about bunny hopping because we're scouts and should be able to hop around nimbly to avoid fire! |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
385
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Posted - 2013.09.01 09:19:00 -
[74] - Quote
Django Quik wrote:Nonya Bizznizz wrote:I think Assaults should get a second equip slot at Proto levels, or lvl 4 operation, and the Sentinel gets 1 equip slot at advanced lvl. Logibros shouldn't be the only ones packing multiple equipment slots. The equip slots were removed because it made logis less (not at all) important. For the mediums and heavies the equipment slots are perfect. Multiple equipment slots should be the strict domain of specific specialisations. With regards to the rest of this thread, here are my thoughts: - An extra equipment slot would be great for some players but not so useful for others (until the cloak comes out); personally atm I'd rather have extra mod slots than equipment. - Gallente scouts should get 1 extra low slot at STD and ADV and 1 extra high at PRO with extra CPU/PG to make it usable. (not sure about min because don't run that) - Speed should be buffed 0.5m/s (sprint and movement) - Scan range should be 20m An extra equipment slot could perhaps be added for another light suit specialisation or the cloak module could be inbuilt to scout suits when it is released. An extra slot would not allow scouts to become speedy assaults because even with an extra ~70hp, you're still really squishy and the assaults will still mow you down. Speed and scan range are really the base changes that must be done to enable scouts to perform their proper scoutly duties in whatever battlefield role they choose. And of course, whatever has been done to stamina needs undoing and jump cost should be a static amount rather than percentage based, which is ridiculous. There should be no complaints about bunny hopping because we're scouts and should be able to hop around nimbly to avoid fire!
I don't see how jumping is an issue at all, really. If the guy won't quit jumping than that means it's hard as hell to hit you. A good marksman can easily deal with this (I manage to always take out my target by jump 2). Not to mention the aim assists being re-introduced making it even easier to kill wascally wabbits.
Reduce cost from 33% to 20% or make it static. Either way would be fine with me (as long as you don't screw it up (200 per jump))
`Sigh. Just another fun game of DUST. |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5743
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Posted - 2013.09.04 16:42:00 -
[75] - Quote
Needed now more than ever. |
Spec Ops Cipher
Seraphim Initiative..
496
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Posted - 2013.09.04 17:30:00 -
[76] - Quote
Scouts need a buff! Thank you Kagehoshi for lobbying for us : )
We don't need more health, we should be rebalanced on other factors like speed and stealth and equipment.
I would like to point out that we are a little short on CPU and PG at the moment, lemme show you.
At max skills: Minnie assault gets 400 CPU and 80 PG Minnie logi gets 488 CPU and 98PG Minnie scout gets 288 CPU 75PG |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
6070
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Posted - 2013.09.20 14:57:00 -
[77] - Quote
Spec Ops Cipher wrote:Scouts need a buff! Thank you Kagehoshi for lobbying for us : )
We don't need more health, we should be rebalanced on other factors like speed and stealth and equipment.
I would like to point out that we are a little short on CPU and PG at the moment, lemme show you.
At lv 4 skills: Minnie assault gets 400 CPU and 80 PG Minnie logi gets 488 CPU and 98PG Minnie scout gets 288 CPU 75PG Would also work. |
Avallo Kantor
Paladin Survey Force Amarr Empire
177
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Posted - 2013.09.20 15:01:00 -
[78] - Quote
What if the additional Equipment slot was limited selection, so it could only be a Scanner? That way -all- scouts could easily fit a scanner to... scout. Also, they'd have one extra piece of equipment to do whatever they want with and be tactically flexible.
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Awry Barux
Shining Flame Amarr Empire
78
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Posted - 2013.09.20 15:10:00 -
[79] - Quote
Avallo Kantor wrote:What if the additional Equipment slot was limited selection, so it could only be a Scanner? That way -all- scouts could easily fit a scanner to... scout. Also, they'd have one extra piece of equipment to do whatever they want with and be tactically flexible.
Ahhh.... no. Freedom of customization is the bread and butter of Dust, and I'll play my BPO scout however I want. I shouldn't be forced to fit a scanner. What if I want two REs? RE/Hive? Uplink/RE? I reject your restrictions.
@the OP, +1, I support this, scouts need lovin'. I think it should take the form of additional module slots for both basic and scout frames, as well as +1 equipment for scouts. |
Yan Darn
DUST University Ivy League
160
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Posted - 2013.09.20 17:08:00 -
[80] - Quote
Good thread.
If we want more CPU/PG and slots to do more 'scouty' stuff - why not just a big reduction to electronics and Biotics module CPU/pg usage? Even better, 'recon' equipment (uplinks, scanners and REs) - especially for that extra equip slot.
Actually help scouts fulfil a role, rather than simply allow it the option of fitting more tank and gank. Something assaults are already good at no?
More speed - especially base movement would be good as well, but as far as I'm aware, speed was previously reduced due to technical limitations, so I'm not holding out for too much on that front.
Ideally, scout lv5 dampening lv5 and a single complex mod should be enough for a scout to evade 15db scanners as well.
Also - if heavies can be the only frame type to get a heavy weapon slot - maybe scouts/lights could get a 'recon' slot or some such for specific light equipment/mods/weapons/grenades/whatever.
There's that and stuff like no/reduced fall damage, stamina friendly vaulting capabilities etc.
I always say don't buff scouts, just make scouts the best at that role (cause I don't feel we should nerf logis just to achieve that). |
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ALPHA DECRIPTER
M.E.R.C. Conventional Forces
486
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Posted - 2013.09.20 18:27:00 -
[81] - Quote
Yan Darn wrote:Good thread.
1) If we want more CPU/PG and slots to do more 'scouty' stuff - why not just a big reduction to electronics and Biotics module CPU/pg usage? Even better, 'recon' equipment (uplinks, scanners and REs) - especially for that extra equip slot.
Actually help scouts fulfil a role, rather than simply allow it the option of fitting more tank and gank. Something assaults are already good at no?
2) More speed - especially base movement would be good as well, but as far as I'm aware, speed was previously reduced due to technical limitations, so I'm not holding out for too much on that front.
3) Ideally, scout lv5 dampening lv5 and a single complex mod should be enough for a scout to evade 15db scanners as well.
4) Also - if heavies can be the only frame type to get a heavy weapon slot - maybe scouts/lights could get a 'recon' slot or some such for specific light equipment/mods/weapons/grenades/whatever.
5) There's that and stuff like no/reduced fall damage, stamina friendly vaulting capabilities etc.
I always say don't buff scouts, just make scouts the best at that role (cause I don't feel we should nerf logis just to achieve that).
1) Although I like this idea, it would have to be done via suit trait. This would mean sacrificing the profile reduction trait if placed on ALL Scouts.
2) Yes! Period.
3) I like but can't have this AND #1 unless changes are made to the light suit's base stats.
4) Were would this slot be in terms of capacity (Heavy>Light>Sidearm)? If below sidearm than that might be counter productive. If it isn't capacity based than that would mean either introducing new weapons or making existing weapons unusable by other classes.
5) No fall damage would be cool yet OP so I'll settle for reduced fall damage. Vaulting should be allowed for everyone but have it use your momentum to distinguish how fast it is performed. This allows scouts to vault quicker than others as they will be moving at a faster rate.
At it's core the idea is good but in reality it leaves a few dots that still need-be connected. Would love to hear your response on this.
`Sigh. Just another fun game of DUST.
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Stile451
Red Star. EoN.
235
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Posted - 2013.09.20 19:09:00 -
[82] - Quote
I still don't like the idea of a second equipment slot for scouts.
I would, however, love to see a built in, non replaceable scanner on each scout suit(not on basic light suits though) of the corresponding level(eg a standard scout suit would get a standard active scanner). By built in I mean like the built in CRUs on logistics dropships(they're there, but they don't show up on the fitting screen). |
Krom Ganesh
Holdfast Syndicate Amarr Empire
580
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Posted - 2013.11.07 16:33:00 -
[83] - Quote
Kagehoshi, could I get your opinion on an idea I had? |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6951
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Posted - 2013.11.07 18:23:00 -
[84] - Quote
Krom Ganesh wrote:This is somewhat similar to an idea Oswald had, but how about this:
New Dropsuit slot type
Active Module Slot - Modules that go into this slot work like active modules on vehicles (Active time & cooldown time) - Used to fit Cloaking, E-War, etc. - Each suit is given one (except Sentinels) - Scouts get more --- Amount each scout suit has is dependent on the suit's tier and race - Scouts get an additional Class Bonus that decreases fitting costs of all active modules (Could out right replace if scouts also got a ~25% decrease to scan profile) - Scouts get an additional Racial Bonus that improves the performance of an active module relevant to their race --- For example, Gallente Scout could get a bonus that decreases Cloaking cooldown time
This would change scouts so that we would be the most versatile in being anti-logis but not denying the other suits access to our abilities.
Edit: Cleaned up proposal I like the idea of active mods, but I'm undecided on how I'd like to see them applied.
I wanted each of them to be based on frame size, and specialization. Example, lights gt a speed active mod, and scouts get cloaking active mods (but the light could swap out the cloaking for speed if it wants to, since scouts are still lights). Likewise, basic heavy could have module that makes it unable to move, but increases damage output substantially, and heavy sentinels could have the option of using an sentinel HP hardener instead. In this idea, each suit only gets one. It was born out of discussion with Cat_merc on Skype, and I was waiting for his ban to be lifted so he could make the thread.
Your idea would also be a great implementation as well, though I feel bad for heavies. Would certainly be a buff to scouts, which is very much needed. Can you provide more examples of possible active modules?
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of the threads Gû¦Gû+
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Krom Ganesh
Holdfast Syndicate Amarr Empire
583
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Posted - 2013.11.07 19:22:00 -
[85] - 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) |
Talos Vagheitan
140
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Posted - 2013.11.07 19:56:00 -
[86] - Quote
KAGEHOSHI Horned Wolf wrote:**Solution updated** [Gallente light vs medium comparison]Gallente medium: 7 module slots Gallente medium 330 HP: 120 shield / 210 armor 20 shield recharge rate / 7 s shield recharge delay 5 movement / 7 sprint Gallente light: 5 module slots 200: 70 armor / 130 armor 40 shield recharge rage / 4 s shield recharge delay 5.5 movement / 7.6 sprint [Minmatar light vs medium comparison]Minmatar medium: 7 module slots Minmatar medium 285 HP: 150 shield / 135 armor 18 shield recharge rate / 6 s shield recharge delay 5.3 movement / 7.4 sprint Minmatar light: 5 module slots 170 HP: 100 shield / 70 armor 40 shield recharge rate / 4 s shield recharge delay 5.7 movement / 7.9 sprint [Conclusion] Gallente light loses 80 HP, loses 2 module slots / gains 0.5 movement speed, gains 0.6 sprint speed, gains better and faster shield recharge: not worth it IMO.
Minmatar ight loses 115 HP, loses 2 module slots / gains 0.4 movement speed, gains 0.5 sprint speed, and gains better and faster shield recharge.
The problem is that light suits sacrifice too much: think the HP loss is a fair tradeoff for the speed and shield recharging, but the loss of slots is too much. With the better hit detection, light suits are going extinct because they are way too easy to kill. Give basic lights one or two more module slots would make them more able to compete; either through HP tanking for combat light suits, or through increasing their natural abilities like speed. Extra PG/CPU should be added to be able to fit modules in those slots. Instead of giving scouts more module slots, give them an extra equipment slot, more PG/CPU to use it, and extra movement and sprint speed. This would allow them to carry things like drop uplinks, and also carry more scouty stuff like the active scanner, or cloak field equipment (when it comes). This will help differentiate the specialization from its basic frame. EDIT: Undo the stamina nerf also EDIT 2: 1.4 makes the need for a buff even more apparent.
Sure why not
Who cares what some sniper has to say
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Niuvo
NECROM0NGERS
738
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Posted - 2013.11.08 18:03:00 -
[87] - Quote
Like you said, we are too easy to kill. It takes like 3 bullets to kill me. The devs are working on the light suits though. hopefully we have them for christmas or something. 1H and 3L for adv gallente. |
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