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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4639
|
Posted - 2013.07.03 02:56:00 -
[1] - Quote
[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 the lack of module slots: 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. Giving them 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. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4643
|
Posted - 2013.07.03 04:57:00 -
[2] - Quote
No comment? not even that long |
Vicious Minotaur
Tronhadar Free Guard Minmatar Republic
55
|
Posted - 2013.07.03 05:06:00 -
[3] - Quote
I certainly agree. I have often found myself wishing for just one more low slot as a Minmatar scout. But, given just how awful the light frames CPU&PG are (especially the Minmatar one), that one extra slot would be somewhat difficult to fit.
I already have to make many compromises to fit what I need to, and with that slot, I'd have to compromise even more. So, while I agree, the extra slot should, in my opinion, be accompanied by a somewhat large increase in CPU&PG.
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Samuel Zelik
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
12
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Posted - 2013.07.03 05:10:00 -
[4] - Quote
Am I too late to the party?
I won't go into details unless asked, but I don't think Scouts will be anything other than paperweight until they get another Equipment slot.
Regarding Light Frames in general, I think their low slot count is fine and fits the class, but I think that more Light Frame roles will alleviated some of the aching pains those who wish to use Light Frames are feeling (like myself). Cloaks will also help to quell the pain and allow some Light suits to do their jobs properly. |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
24
|
Posted - 2013.07.03 05:14:00 -
[5] - Quote
I think it be better for them to be faster and have more cpu and p g so they can actually fill there slots
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
1107
|
Posted - 2013.07.03 05:21:00 -
[6] - Quote
Slightly off-topic, but it makes me wonder what will happen with the Amarr Scout/light.
If the trend continues as-is, the Amarr scout would have the fewest module slots, be slower than a Minmatar assault, and not really have any notable amount of HP.
The Caldari Scout will wind up the most powerful scout because it stands to benefit the most from the Scout's great recharge and delay stats with what will presumably be the most high slots and highest base shields. |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
24
|
Posted - 2013.07.03 05:49:00 -
[7] - Quote
I think it be better for them to be faster and have more cpu and p g so they can actually fill there slots
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BARDAS
Amarr Templars Amarr Empire
27
|
Posted - 2013.07.03 07:28:00 -
[8] - Quote
The base walk/run speed should be upped. The extra speed we get is incredibly tiny in comparison to the stuff we lose. Also should increase the CPU/PG output of the Scout suits(especially since Lore wise are not the Minmatar supposed to get more CPU/PG output?). More slots would be most welcome if they could be fit. My Novas would also appreciate the ability to Sprint and Charge at the same time as well. |
Matticus Monk
Ordus Trismegistus
135
|
Posted - 2013.07.03 08:27:00 -
[9] - Quote
+1 indeed.
There are also some bonuses you don't mention, such as the better scan precision and profile dampening, but with all suits having the same (crappy) scan range, this doesn't seem like a benefit that is worth much to the light frames.
I'd also be in favor of an increase to walk/sprint speed by .2 for each racial suit.... and something like being able to not only charge nova knives while running, but also reload weapons, instead of a module/CPU increase.
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4659
|
Posted - 2013.07.03 21:16:00 -
[10] - Quote
lights/scouts need love CCP |
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Sinboto Simmons
SVER True Blood Public Disorder.
354
|
Posted - 2013.07.03 21:21:00 -
[11] - Quote
Loving this thread definitely need at least 1 slot more to compete |
Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
108
|
Posted - 2013.07.03 21:24:00 -
[12] - Quote
A slot on its own wont help much, we'd need a bit of a cpu/pg boost to actually be able to use it, as is we're stuck for space. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
53
|
Posted - 2013.07.03 21:32:00 -
[13] - 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. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4660
|
Posted - 2013.07.03 21:54:00 -
[14] - Quote
Krom Ganesh wrote: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 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. That would also be great. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
57
|
Posted - 2013.07.04 03:02:00 -
[15] - 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. |
Stile451
Red Star. EoN.
109
|
Posted - 2013.07.04 05:10:00 -
[16] - Quote
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, no PG or CPU buff is needed although one extra low slot would help(use it for CPU or PG upgrades). |
Krom Ganesh
Holdfast Syndicate Amarr Empire
58
|
Posted - 2013.07.04 05:14:00 -
[17] - 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). |
Stile451
Red Star. EoN.
110
|
Posted - 2013.07.04 05:50:00 -
[18] - Quote
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. |
Maken Tosch
DUST University Ivy League
3019
|
Posted - 2013.07.04 05:54:00 -
[19] - Quote
The primary concern is not about the slots but the lack of CPU/PG for scouts. I'm not asking for too much. Just maybe a tiny little buff is enough. |
Stile451
Red Star. EoN.
111
|
Posted - 2013.07.04 07:08:00 -
[20] - Quote
Maken Tosch wrote:The primary concern is not about the slots but the lack of CPU/PG for scouts. I'm not asking for too much. Just maybe a tiny little buff is enough. You've been around for a long time so I assume you already know this but for those that don't:
I presume you have your passive skills up already as they give a significant increase in fitting ability: dropsuit core upgrades(1% to both CPU and PG per level), dropsuit engineering(+5% PG per level), and dropsuit electronics(5% CPU per level). If you've ignored these then you should get them up asap. Light weapon operation and sidearm operation reduce CPU fitting costs by 3% per level for those weapons as well and shouldn't be ignored.
If those skills are already up you can get more PG from the individual weapon fitting optimizations(3% PG per level for the individual weapon).
If you still feel the need for more fitting space I'd love to know what you're trying to fit. |
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Niuvo
The Phoenix Federation
59
|
Posted - 2013.07.04 07:13:00 -
[21] - Quote
Just what in the world was CCP thinking?! I'll be patient I guess. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
62
|
Posted - 2013.07.04 07:47:00 -
[22] - 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 ) |
Stile451
Red Star. EoN.
111
|
Posted - 2013.07.04 08:30:00 -
[23] - Quote
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. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
67
|
Posted - 2013.07.05 05:01:00 -
[24] - 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. |
Samuel Zelik
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
24
|
Posted - 2013.07.05 05:25:00 -
[25] - Quote
KAGEHOSHI Horned Wolf wrote:[Gallente light vs medium comparison] EDIT: extra PG/CPU should be added to be able to fit modules in those slots.
EDIT 2: More speed and an extra equipment slot would also be a nice alternative. I'd much rather see the Scouts get an extra Equipment slot. Like I said here, without two Equipment slots, the Scout doesn't feel like a Scout because it can't perform it's niche properly. Even the Scout's name suggests that it would do: something like establish Drop Uplinks and Active Scan or Drop Uplinks and set up repping Nanohives.
I feel like adding more High/Low slots would move it further from its role as an infiltrator and the Scout would start to morph into a wannabe Medium Frame instead of what it should be doing. Extra CPU/PG might be nice, but I'd like to see someone do some calculations or link some that have already been done using maxed skills that affect CPU/PG and see how bad the problem actually is or if people are just trying to Scout with no CPU/PG boost/reduction skills.
Unrelated Sidenote: I think many of your posts are quality and productive KAGEHOSHI Horned Wolf. Thank you for contributing positively, being constructive, and helping move this game and community forward. Please, keep doing what you're doing. Thanks! |
The-Errorist
BetaMax Beta CRONOS.
21
|
Posted - 2013.07.05 08:20:00 -
[26] - Quote
Having 0.5m/s more sprint and movement speed, 1 more equipment slot, and extra PG/CPU would make scouts better fit their role and have enough to work with to be a worthwhile frame size/specialization. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4679
|
Posted - 2013.07.05 08:35:00 -
[27] - Quote
Updated OP based on comment feedback:
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 0.5 extra 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.
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Krom Ganesh
Holdfast Syndicate Amarr Empire
70
|
Posted - 2013.07.05 09:18:00 -
[28] - 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. |
Matticus Monk
Ordus Trismegistus
156
|
Posted - 2013.07.05 09:44:00 -
[29] - Quote
Here is my preference (cut and pasted from another thread). It expands on my original post in this thread, which only mentioned speed and ability to reload on the run, and charge novas on the run.
- Increase base scan range to 15m - Add 15-20 CPU per suit tier (this assumes no extra modules) - Add .2 or .3 to base & sprint speed - Increase jump height by foot or two - Fix stamina 1.2 downgrade - Add another high slot to Gallente pro, Low to Min @ pro (adjust CPU/PG to accomodate)
Not a fix to scouts directly but improved hit detection would really help a lot.
Note that I also like the idea of an additional EQ slot, and would prefer this over an extra module slot. Again, provided CPU/PG was increased to accomodate. |
The-Errorist
BetaMax Beta CRONOS.
22
|
Posted - 2013.07.05 09:49:00 -
[30] - Quote
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. |
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Krom Ganesh
Holdfast Syndicate Amarr Empire
71
|
Posted - 2013.07.05 09:51:00 -
[31] - 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 |
Arkena Wyrnspire
Turalyon Plus
1700
|
Posted - 2013.07.05 13:15:00 -
[32] - Quote
KAGEHOSHI Horned Wolf wrote:[u][center] [b][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.
Also note that it's very difficult to fit modules in the slots that you do have due to a lack of CPU/PG which isn't found on the medium frames. |
Oso Peresoso
RisingSuns
120
|
Posted - 2013.07.05 13:22:00 -
[33] - Quote
yeah the cuts to base HP are significant, but the lack of slots more often than not leads to even less HP. However, would be fine getting an equipment slot and more fittings/speed. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4706
|
Posted - 2013.07.06 00:24:00 -
[34] - Quote
Buff them pew pew |
Matticus Monk
Ordus Trismegistus
171
|
Posted - 2013.07.06 08:43:00 -
[35] - Quote
Krom Ganesh wrote: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 more important, but I wouldn't complain if it was changed back - 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.
Valid points in bold.....
I agree the range extension benefits ranged scouts less, however that is no reason not to correct this (in my opinion) un-desreved nerf. Additionally, added passive scan range helps ranged scouts see those sneaking up on them sooner. Maybe not as beneficial as a buff to a ranged scout focused skill, but not entirely useless. I would appreciate this as a ranged scout, I hate when someone catches me unawares.
I'm not in favor of having scouts 1.3 M/S faster than assaults. I think it would make scouts overly and unbearably fast when compared with heavies. But, as a speed fiend, I would still gladly accept this additional speed!
Yeah, jumping... could go either way. I like the mobility personally. Same w/ the stamina, again I prefer more mobility.
Also, I'm definitely okay with an additional EQ slot instead of a high/low slot. This would provide scouts more versatility and the more I think on this idea, the more I like it (provided I can still keep a side-arm). |
OZAROW
A.N.O.N.Y.M.O.U.S. League of Infamy
54
|
Posted - 2013.07.07 14:56:00 -
[36] - Quote
It's the endurance nerf I'm telling you!, running jumping turning corners is gone now |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4719
|
Posted - 2013.07.07 15:22:00 -
[37] - Quote
OZAROW wrote:It's the endurance nerf I'm telling you!, running jumping turning corners is gone now They also need to undo the stamina nerf |
OZAROW
A.N.O.N.Y.M.O.U.S. League of Infamy
57
|
Posted - 2013.07.07 15:49:00 -
[38] - Quote
Same thing lol |
Krom Ganesh
Holdfast Syndicate Amarr Empire
75
|
Posted - 2013.07.07 16:15:00 -
[39] - 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. |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
54
|
Posted - 2013.07.07 17:41:00 -
[40] - Quote
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. |
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Krom Ganesh
Holdfast Syndicate Amarr Empire
144
|
Posted - 2013.07.07 17:55:00 -
[41] - 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
|
Posted - 2013.07.08 23:58:00 -
[42] - 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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KING CHECKMATE
A.N.O.N.Y.M.O.U.S. League of Infamy
306
|
Posted - 2013.07.09 00:24:00 -
[43] - Quote
@ KAGEHOSHI Horned Wolf
+1
Its pretty much what i posted but more elaborated, shame on me but i JUST stumbled upon this post.
My short post: https://forums.dust514.com/default.aspx?g=posts&m=1031655#post1031655
The thing is lower scan profile by 5 plus as you said, higher shield recharge rate are not worth the trade, what does shield recharge rate help you if you are DEAD? Plus Radars and profile dampening are broken ATM so besides a little speed and a smaller hitbox you are really not gaining anything, and more slots and more PG/CPU do mark the difference between being protected or being dead, SCOUT dead... |
Niuvo
The Phoenix Federation
122
|
Posted - 2013.07.09 11:14:00 -
[44] - Quote
CCp, make us full-fledged scouts. I infiltrate all the time in skirmish, gets the ol' ticker pumping. Scouts can win wars.
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Phazoid
The Unholy Legion Of DarkStar DARKSTAR ARMY
22
|
Posted - 2013.07.09 21:39:00 -
[45] - Quote
this stamina nerf is driving me crazy, i have to double think before trying to assassinate someone, as probably i cant run away, i mean, a scout that avoids detection by radar and visual detection, gets close to you, waits, practically preys on you, when the time to kill strikes, boom, lousy hit detection, or something happens, or they have enoght health to tank 2 shotgun shells at pointblank range, the risk/reward balance for us is competedly off, honestly on the WP and ISK front we are better off just hacking and planting drop uplinks, which is ridicoulous for our predominant assassin style |
Hagintora
Chatelain Rapid Response Gallente Federation
127
|
Posted - 2013.07.09 22:16:00 -
[46] - Quote
Phazoid wrote:this stamina nerf is driving me crazy, i have to double think before trying to assassinate someone, as probably i cant run away, i mean, a scout that avoids detection by radar and visual detection, gets close to you, waits, practically preys on you, when the time to kill strikes, boom, lousy hit detection, or something happens, or they have enoght health to tank 2 shotgun shells at pointblank range, the risk/reward balance for us is competedly off, honestly on the WP and ISK front we are better off just hacking and planting drop uplinks, which is ridicoulous for our predominant assassin style
Maybe give Scouts a 10% bonus to CQC damage, since "in your face" is where most of us fight from. I don't think it would really give us an advantage so much as put us back on even footing. |
AnALogginS
S.e.V.e.N.
15
|
Posted - 2013.07.09 23:30:00 -
[47] - Quote
They shouldent be touched until the hitboxes are fixed...
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4995
|
Posted - 2013.07.16 04:13:00 -
[48] - Quote
pew pew buff buff |
Niuvo
The Phoenix Federation
260
|
Posted - 2013.07.17 05:01:00 -
[49] - Quote
as soon as the dragon fly or valor suit and the smg go on sale I'll totally buy t, I'm skilling into a killer smg. with range and reload speed lol They need to bring the old mercpack when the scout gets fixed!!!! |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
5064
|
Posted - 2013.07.20 05:32:00 -
[50] - Quote
Still would be nice |
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Pugnacious Turtle
The Unholy Legion Of DarkStar DARKSTAR ARMY
0
|
Posted - 2013.07.27 03:00:00 -
[51] - Quote
Bump...
This definitely needs to be addressed over and over again until it's fixed. As of now, the scout suit is completely non-competitive.
I would honestly like to see them get a small speed buff (ever so small... they should be able to easily out perform any medium suit without it being massive), make their hit boxes smaller as their only real tank at the moment is the difficulty to hit them... with the new hit detection that is better I die as soon as something farts on me. In addition an extra tank slot (be it a high for Minny or a low for Gallente). With all of that they would be competitive.
I may be going a bit over board but that is why I am not a DEV... they get paid to do this stuff. Just hurry up on the scout suit please! |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5211
|
Posted - 2013.07.31 08:44:00 -
[52] - Quote
Still UP |
Sinboto Simmons
SVER True Blood
824
|
Posted - 2013.07.31 08:52:00 -
[53] - Quote
Liking the idea of extra equipment would give the scout an advantage over medium frames because we sure as hell need one |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5244
|
Posted - 2013.08.03 11:20:00 -
[54] - Quote
Buff still needed, lights/scouts still not worth is compared to mediums. |
Chilled Pill
Pro Hic Immortalis League of Infamy
145
|
Posted - 2013.08.03 13:01:00 -
[55] - Quote
Dust needs a buff!! |
Scottie MaCallan
Krusual Covert Operators Minmatar Republic
37
|
Posted - 2013.08.03 14:45:00 -
[56] - Quote
also, I'd just like to note that currently, the Minmatar scout needs about 21 more CPU on the proto level. not sure what percentages that works out to on the ADV/STD level. but right now, gallente proto scout can fit a full set of proto modules, plus a proto sidearm & light weapon, and ADV grenades & a compact nanohive. Minmatar proto scout has to fit a specialist proto weapon to even be able to fit the ADV. GN-20 flaylock (the low fitting variant of the easiest to fit sidearm), and even then, it can't fit a full set of proto modules, and is limited to STD. grenades & a compact nano. |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5405
|
Posted - 2013.08.16 07:14:00 -
[57] - Quote
Make them viable |
Niuvo
The Phoenix Federation
349
|
Posted - 2013.08.16 11:49:00 -
[58] - Quote
I think one of the new suits will have a precision mod bonus. That's my guess. I hope they look sweet too! |
Jimthefighter
Ostrakon Agency Gallente Federation
10
|
Posted - 2013.08.16 14:45:00 -
[59] - Quote
I'd like it so that jumping took a solid number of stamina off. What it does now is use a percentage, making cardiac regs not as useful as they could be. If it took a solid number of stamina points, if you stacked cardiac regs and/or were a scout, you could jump more often. The number would have to be low enough that heavies can jump at least twice or so with their stamina.
Anyone want to give base stamina numbers for the suits? |
Stile451
Red Star. EoN.
188
|
Posted - 2013.08.16 18:06:00 -
[60] - Quote
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. |
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ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
283
|
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
|
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
|
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
|
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
|
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
|
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
|
Posted - 2013.08.29 20:17:00 -
[67] - Quote
Lights still need love |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5636
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
Posted - 2013.09.04 16:42:00 -
[75] - Quote
Needed now more than ever. |
Spec Ops Cipher
Seraphim Initiative..
496
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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