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striking scorpion stealth

Discussion in 'Eldar' started by Alfafox, Apr 29, 2016.

  1. Noromiz Noromiz Nickname Change

    That is why it would be fair if it was a piece of wargear, though I guess there would be an audio cue when then enemy yells that you are spotted (they should).

    I noticed the dot to, but I really hope it goes away or else the stealth will only be effective against beginners :/
    But I guess that would be to strong when combined with the stealth, so maybe it should be a wargear too.

    The Striking Scorpion's armour are said to shrug off bolter shells, so I wonder how it will perform in the game?
    I assume it should be as tough as a Tactical Marine but the SS should be a bit less agile. I guess we will see for our selves within the next month or so.
  2. Shiani Brujah Preacher

    The way I understand it Heavy Aspect Armor is, in TT terms, exactly as good as Mk7 Astartes Armour, but the Eldar have one fewer toughness, so are slightly easier to kill. They're slightly faster though, so have an easier time getting from cover to cover.
  3. Raptorfarian Raptorfarian Baharroth's Chosen

    If you watch last weeks twitch when the fire dragon gets shot at it takes 3 bolts to down the shield just like a tactical. However it would have only taken 6 shots to kill due to it's lower health (was shot 5 times, 1 shot from death), 3 shots less then a tactical.
  4. Shiani Brujah Preacher

    I doubt those health values have been tweaked though. And they might decide, once Eldar go Live, that the present TTK is the lowest they want it, so will increase Time-To-Kill for everything so the present ~1.5 seconds is for Aspect Armoured Eldar, with proportionally higher TTKs for Heavy Aspect Armour, and Marine Equivalent Armour (which ought to include Ork 'Eavy Armour as well as the two spices of Marines iirc).

    Edit: Ugh. I wrote that and the amount of initialisms still hurt my eyes. Reworded.
  5. Zaeryn Zaeryn Master

    It is pretty cool but I think a combined Active/Passive Stealth effect would work better as it allows the Eldar to maintain some mobility but still keep some Stealth if they use their Active.

    Passively, Scorpions would gain 15% model transparency when standing still, another 15% if crouching and another 15% if in a dark location, which could be programmed into the game similar to cover.

    Actively, Scorpions could grant themselves brief(I.E. 3 to 5-sec) 30% transparency with a moderate cooldown(I.E. 15 to 20-sec). Alternatively, the Stealth could be a channeled effect that provides the bonus so long as it is channeled with a possible drawback of reduced move speed.

    The Warlock Conceal ability would provide the Warlock and any Eldar nearby(I.E. within 3 to 5-meters) with 30% transparency and allow them to gain the boni from stillness, crouching and darkness.

    So long as they remain stationary, a crouching Warlock using Conceal in a dark area would have 75% transparency, while the crouching Scorpions around them using their Stealth would be 100% transparent.

    Using this method requires pure skill as players must rely on their own eyesight to spot Concealed/Stealthed enemies, rather than utilizing their reticle as a mine-sweeper for a combination of luck and skill in the hopes of luckily mousing near a Scorpion and being skilled enough to spot them.

    A Scorpion's Heavy Aspect Armor should provide the same degree of protection as SM Power Armour, which means it would take 5 Bolts over 1-sec(0.25-sec Fire Rate) to break their Armor if Armor/HP/weapon damage/accuracy/fire rate/etc. etc. values in the game were correct.
    A Bolter should take 1.75-sec with 8 Bolts to Down a Tactical, taking 1.5-sec with 7 Bolts to Down a Striking Scorpion, Fire Dragon or Dark Reaper. The other 4 Eldar Basic Classes should take 1.25-sec with 6 Bolts to Down.

    SS, FD and DR should at the very least have the same base mobility as a Tactical Marine as Eldar should normally be faster than Astartes so the Heavy Aspect Armor slows them to Marine levels.
    C/SM/Eldar(Heavy Aspect Armor) Move Speeds
    Forward: 6-ms
    Strafe: 5-ms
    Back-Pedal: 4-ms
    Sprint: 12-ms(or 10-ms)

    Eldar Aspect Armor Move Speeds
    Forward: 7.5-ms
    Strafe: 6-ms
    Back-Pedal: 4-ms
    Sprint: 15-ms(or 12.5-ms)

    The Heavy Armor could also reduce the Scorpion's Attack Speed. For instance, while a Dire Avenger with a Chainsword would have a 0.25-sec Basic Attack Speed the SS with their Chainsword would have a 0.3-sec AS.

    SM Combat Knife TTK vs SS: 2.1-sec, 7 BAs, 0.3-sec AS
    SS Chainsword TTK vs SM: 2.4-sec, 8 BAs, 0.3-sec AS
    While the SS needs more time/attacks to kill the Marine, whenever they Block(which should replace clang) an attack, perform a Charge Attack or perhaps even a Defensive Bash they should fire their Mandiblasters for a small amount of damage(less than a Chainsword strike), adding to their melee damage the way they are supposed to. The blasters could have a short cooldown(I.E. 1 to 1.5-sec) and could be unavailable when the player is Locked-On to their target so as to prevent auto-hits.

    Additionally, the SS Chainsword is Armor Penetration 6 vs the AP- of the SM Combat Knife and Chainsword. That means it should be able to deal 16.7% of its damage through the Block(including D.Bash auto-Blocks) of those weapons, while also reducing how much damage of higher AP weapons are able to penetrate its Block.

    Current Bolter TTK: 1.44-sec, 9 Bolts(3 Armor, 6 Body), 0.18-sec FR

    TTKs should be;
    Bolter vs C/SM: 1.75-sec, 8 Bolts(5 Armor, 3 Body), 0.25-sec Fire Rate
    vs Ork/Eldar(Heavy Aspect Armor): 1.5-sec, 7 Bolts(Orks 4 Armor and 3 Body, Eldar 5 Armor and 2 Body)
    vs Eldar(Aspect Armor/Warlock): 1.25-sec, 6 Bolts(4 Armor, 2 Body)

    D.A.S.Catapult TTK vs C/SM: 1.242-sec, 47 Shuriken(36 Armor, 11 Body*), 0.027-sec FR
    vs Ork: 1.053-sec, 40 Shuriken(27 Armor, 13 Body)
    *Bladestorm rule translated from TT to EC as base 16.7% Armor Penetration for Shuriken weapons, allowing them to deal a small portion of damage directly to the target's HP regardless of their Armor Save.

    Shoota TTK vs C/SM: 1.26-sec, 8 Shots(5 Armor, 3 Body), 0.18-sec FR
    vs Eldar(HAA): 1.08-sec, 7 Shots(5 Armor, 2 Body)
    vs Eldar(AA): 0.9-sec, 6 Shots(4 Armor, 2 Body)

    Armor should be the dominant defensive aspect, the lower HP values making weapons with Armor Penetration more dangerous and maintaining importance on staying healed.
    Galen likes this.
  6. Dacryphilia New Member

    I am impressed thus far with the stealth system. Looks good to me. Keep up the good work I guess?
  7. Zaeryn Zaeryn Master

    The Stealth system is bad because the game reveals your enemies for you, rather than relying on your personal skill as a player to spot your Stealthed enemies.

    Currently, if a Scorpion crouches or hit cover they gain invisibility for a period of time. Then, depending on how close an enemy gets and how close the Scorpion is to the center of their screen(for some fucking reason) they become more visible.

    The proper way to do Stealth is:
    Standing still provides 15% model transparency/distortion
    Crouching provides 15% Stealth
    Dark areas provide 15% Stealth

    Scorpions should also have a Stealth Active Ability with a moderate cooldown(I.E. 15 to 20-sec) that temporarily(I.E. 3 to 5-sec) provides them with 30% Stealth.

    A still Scorpion crouched in a dark area with their Active ability would have 75% Stealth.

    Warlock Conceal would provide 30% Stealth to the Warlock and any nearby Eldar, allowing for the still, crouch, dark boni.

    A still Warlock crouched in a dark area using Conceal would have 75% Stealth, while any still Scorpions crouched nearby and using their Active ability would have 100% Stealth.
  8. Angelic Angelic Arkhona Vanguard

    I like the idea of playing spot the blur.. Though given the nature of the mechanic they're going to have a super tough time balancing this one. The way they handled it is interesting though.. it's somewhat unique and I think that's what the Eldar community in general was looking for.
  9. Raptorfarian Raptorfarian Baharroth's Chosen

    I must respectively disagreee, your idea not only removes the unique and cool aspects of the scorpion stealth but also makes it significantly less scorpion like.

    "Currently, if a Scorpion crouches or hit cover they gain invisibility for a period of time. Then, depending on how close an enemy gets and how close the Scorpion is to the center of their screen(for some fucking reason) they become more visible."

    Striking Scorpions in table top are not a invisibility unit. They are a ambush unit for whom use effective cover and foliage to sink into their surroundings.The whole point of this idea is to emulate and assist this concept. By enhancing a scorpions ability to flank around their opponent at the edge of their field of view. This allows them to more effectively move around the enemy team. The devs have also stated distance is a major factor. As a result scorpions will be able to more effectively move ahead of their team (like they do in table top) due to being far more difficult to spot by enemy artillary.

    "The proper way to do Stealth is:
    Standing still provides 15% model transparency/distortion
    Crouching provides 15% Stealth
    Dark areas provide 15% Stealth"


    You've made no specification between stealth and transparency which are the same thing. If you mean % as in a stealth bar then why is the highest potential value 75% and not 100%. In addition a stealth that is equivalent to 75% transparency is highly ineffective.

    "Scorpions should also have a Stealth Active Ability with a moderate cooldown(I.E. 15 to 20-sec) that temporarily(I.E. 3 to 5-sec) provides them with 30% Stealth."

    Active stealth ability? These are scorpions, in TT they don't use a active cloak (also requires additional buttons which a remote control doesn't have). If you do think that's the case then you need to brush up on your 40k lore.
    EventHorizon likes this.
  10. Redthirst Redthirst Eternal Battles Moderator

    The whole point of a stealth system is to let Scorpions get into melee range. Your system encourages Striking Scorpions to sit in a dark areas waiting for something to happen. And while I may understand that in your warped reality it's fine to have a class that forces players to stand in one spot waiting for enemies to come to them, but nobody is going to play this class.
    Current system allows keen-eyed players to spot a Striking Scorpion, which I would consider a personal skill. Making them fully stealthed until they are close enough to strike will make them OP. Making them only partially stealthed when they are standing still in a dark room will make them useless. Current system gives a middleground - their stealth is strong enough to let them come close, but it still allows people who have situational awareness to spot Scorpions before they can attack.
    Gurtyel and Raptorfarian like this.

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