Krom Ganesh
Holdfast Syndicate Amarr Empire
240
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Posted - 2013.09.07 16:23:00 -
[1] - Quote
I like most of what you wrote. I have three problems with it.
The Caldari are the range specialists, why is their scout being limited to short-range weaponry? Rather than replacing the light weapon slot, How about taking away the grenade slot (and cpu/pg to account for the lack of a grenade slot)?
I'm also wary of the Minja's three grenade ability. That seems like it could be a bit too powerful. Perhaps the Minja's throwable range should be reduced along side the multi-grenade ability? I don't want minja's to become short range artillery when paired with a nanohive.
Edit:
Also, the fact that wearing the jumppack would lead to an insta-kill means almost no one would use it. Perhaps a sniper since they would die anyways if noticed but aren't normally in heated combat. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
241
|
Posted - 2013.09.07 16:54:00 -
[2] - Quote
Oswald Rehnquist wrote: True but not every single Caldari is necessarily a range specialists, Caldari are also known as the ECM Specialists as well. Considering that scouts can't get the same alpha damage as the medium frames and go down with one counter snipe, the utility for them having it is diminished, this is what went through my head anyways. But What you suggested is actually a good replacement though. High CPU / Low PG is also a caldari trait anyways, so that would make sense as well according to the lore.
I feel losing the grenade is much better. Let's not forget you would be forcing the Cal Scout in to cqc where they have almost no advantage. They would lack the range buff of the Amarr, the stealth of the Gal, and the speed of the Min. In addition, any EWAR only effective in CQC would last for a set duraction and have a cool down timer. As soon as the EWAR is activated, at least one enemy is going to notice (otherwise it was a wasted use of it) and alert their team. After the EWAR's cooldown begins, the Cal Scout would then be in the same position as we are now.
Oswald Rehnquist wrote: It can reduced to 2 (+1 at lvl 1, +1 at lvl 5), but since the Minmatar is the speed tank and since speed tankig has taken a dive, the Minmatar needs options to minimal exposure, so this could be it while still having the high spike damage speedsters need.
I understand what you mean, but imagine a min scout throwing proto locus grenades or proto av nades. No suit or vehicle would stand a chance against such a barrage. How about a % increase to explosive damge (MD, RE, PM, grenades, etc.)? It would give Minnies that needed alpha damage while also giving them more versatility in how they use it.
Oswald Rehnquist wrote: My thougths on the jump pack were for snipers and cqc scouts, for snipers they would go into nice areas to snipe at and cqc could hug an enemy player if s/he is about to blow up taking the enemy down with him should his flank fail. Edit: Think of it as a walking grenade
But every scout has memories of where they dodged gun fire taking a few bullets and escaping with their life. This equipment would mean even the smallest stray bullet would end that.
If you really insist on the insta-kill mechanic, then the only thing I see that would at least make it somewhat viable is for the insta-kill to only occur after taking armor damage. This way a jumppack user could take a few hits but not many. This would also of course make gal and possibly amarr scouts despise the thing though. |