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[FAQ
Forum Index » » English (General) » » Scouts need nerfing....BAD!
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 Author Scouts need nerfing....BAD!
Sinister Strawberry
Fleet Admiral

Joined: October 26, 2007
Posts: 45
From: My Computer.
Posted: 2010-04-19 19:31   
Ive seen ICC scouts get alpha'd at point blank by mandys, nests, TC, AD,EADs, and their sheilds only falling 2-5%. then they turn around and do massive damage with their few weapons? is this a bug or how scouts are supposed to be now??
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UnknownWarrior
Grand Admiral
Raven Warriors

Joined: July 18, 2002
Posts: 724
From: North Carolina, USA
Posted: 2010-04-19 19:36   
Most of the problems Ive seen with this is d-sync. Ive seen fellow ICC Scouts get vaporized by EAD's and Stations. Krills and Siphons have also been notorious for vaporizing ICC Scouts.

You also need to take into consideration a scouts enhancements. Plus is the scout is a good pilot, the second the alpha attack starts and they ejump that same instant, the alpha does almost no damage unless the torps and core weapons hit before the scout jumps.

This is just my experience, I cant speak for everyone else.
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Bardiche
Chief Marshal

Joined: November 16, 2006
Posts: 1247
Posted: 2010-04-19 19:46   
I believe beams don't do damage if you leave their effective range.

I additionally believe some Scouts utilise a combination of Magnetron shields - leading to their very-difficult-to-kill status.

Which Scouts are doing the high damage? Also, how much damage is "massive"?
[ This Message was edited by: Bardiche on 2010-04-19 19:46 ]
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Delando
Marshal

Joined: May 04, 2007
Posts: 260
Posted: 2010-04-19 19:53   
Yah, no supprised, tc alpha dont work well on scouts, try manual deontate torps

u need specialized weaponry to deal with small ships, something fast, like Gauss cannons.

Anti matter mines from scarabs works also.

or just scout-up urself and destroy em ship-to-ship


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Pakhos[+R]
Chief Marshal
Pitch Black


Joined: May 31, 2002
Posts: 1352
From: Clean room lab
Posted: 2010-04-19 20:30   
Quote:

On 2010-04-19 19:53, Delando wrote:

Anti matter mines from scarabs of Pakhos also works.




Fix'ed.
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-04-19 22:06   

You forgot my mines too, Pak.


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Eledore Massis [R33]
Grand Admiral
Templar Knights


Joined: May 26, 2002
Posts: 2694
From: tsohlacoLocalhost
Posted: 2010-04-20 02:26   
Quote:
On 2010-04-19 19:46, Bardiche wrote:
I believe beams don't do damage if you leave their effective range.

This is one of the major factors when playing a corvette
When you know the enemy's layout you know where not to go. and what there weapons range is.
hmm gota test the folowing again, haven't done it since 1.483

Beams:
when the target has gone over the maximum range, the visual representation might continue but the dammage is no longer applied.
when a target has gone outside the weapons fire arc, the visual representation might continue but the dammage is no longer applied.
(second one, varification dates back to my 1.480 info. SO THIS MAY NOT APPLY currently.)

cannons:
Its a miss or lose situation. When a cannon round has gone to its maximum range it vanishes.
when a target has gone outside the weapons fire arc, the cannon rounds might visual be shot but the dammage is no longer applied.
(second one, varification dates back to my 1.480 info. SO THIS MAY NOT APPLY currently.)


Will strive to test all the damage situations again this week. And hope to give some more information back in this topic.
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Tael
2nd Rear Admiral
Palestar


Joined: July 03, 2002
Posts: 3695
From: San Francisco Bay Area
Posted: 2010-04-20 03:28   
Little fast nimble ships are hard to hit with big ol' clunky cannons and torps.

A large cruiser can look down in the water and see two torpedos racing at it and have no hope of getting out of the way in time... A smaller skiff could easily dodge the torps.
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-04-20 03:30   
Quote:

On 2010-04-20 02:26, Eledore Massis [R33] wrote:
Beams:
when the target has gone over the maximum range, the visual representation might continue but the dammage is no longer applied.
when a target has gone outside the weapons fire arc, the visual representation might continue but the dammage is no longer applied.
(second one, varification dates back to my 1.480 info. SO THIS MAY NOT APPLY currently.)




Now this is of interest to me Ele.

How about beams targetting Kluth ships. I noticed that after going into cloak, the beams continue to trace my ship.

But the enemy cannons are already being fired in another direction. I would surmise that I've already dropped off his scope.

2 questions:

Are the beams then still giving me damage?

Is my enemy still able to see the beam track me and know where I am (his point of view)?
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Eledore Massis
Midshipman

Joined: January 01, 2010
Posts: 3
Posted: 2010-04-20 03:55   
Quote:
On 2010-04-20 03:30, Kenny_Naboo wrote:
2 questions:

Are the beams then still giving me damage?

Is my enemy still able to see the beam track me and know where I am (his point of view)?

the first one is unknown to me at the moment.
Never did that test, but will try it out.

but the second one i have some data. again from 1.480: when the target vanishes or you are unabled to target it, previously fired beams still track the target.
And i recall from recant gaming, this still applies.
(beams still folow a luth ship that just cloaked. I am uncertain however if the luth's are fully cloaked at the time.)
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Shigernafy
Admiral

Joined: May 29, 2001
Posts: 5726
From: The Land of Taxation without Representation
Posted: 2010-04-20 04:28   
Cloak just disables the ability to make a new lock on a ship; weapons already fired can still do damage, though. So a beam hitting a cloaked ship will damage it.
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-04-20 04:51   
Quote:

On 2010-04-20 04:28, Shigernafy wrote:
Cloak just disables the ability to make a new lock on a ship; weapons already fired can still do damage, though. So a beam hitting a cloaked ship will damage it.




Righto. That answers one question.

How abt the second?

Let's say this Elite Assault Donkey opens up on me and I go into cloak. Now I'm already invisible and his beams are still tracking me and is burning into my spindly hide. But at the same time, his cannon shots are going wide. I assume he lost lock onme.

But does this mean that he and all his buddies in the vicinity can still see his beams tracking me and just blindfire at where its going?
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-04-20 05:12   
Quote:

On 2010-04-20 03:55, Eledore Massis wrote:
Quote:
On 2010-04-20 03:30, Kenny_Naboo wrote:
2 questions:

Are the beams then still giving me damage?

Is my enemy still able to see the beam track me and know where I am (his point of view)?

the first one is unknown to me at the moment.
Never did that test, but will try it out.

but the second one i have some data. again from 1.480: when the target vanishes or you are unabled to target it, previously fired beams still track the target.
And i recall from recant gaming, this still applies.
(beams still folow a luth ship that just cloaked. I am uncertain however if the luth's are fully cloaked at the time.)




This is what I observe.

I'm just wondering... since he's lost lock on me, ideally the beams should stop tracking me too.
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Rebellion
Marshal
Faster than Light


Joined: June 20, 2009
Posts: 730
From: sol
Posted: 2010-04-20 13:47   
i think scouts should have QST about 10 photon torps and 25 flux beams i think that would fix ur problem =-)(
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Mr.Grim[Loyalist]
Marshal

Joined: June 08, 2007
Posts: 301
From: Behind you
Posted: 2010-04-20 16:35   
Quote:

On 2010-04-20 13:47, CRAZY45. wrote:
i think scouts should have QST about 10 photon torps and 25 flux beams i think that would fix ur problem =-)(




now in the 1.483 editor that would be possible but not now lol
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