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Dominus Fatali
Nox Aeterna Security
306
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Posted - 2013.10.03 21:32:00 -
[1] - Quote
Firstly, some background information about myself. I have been playing since November of 2012, and greatly enjoy the game. 95% of the time, I use a Gallente Scout suit, with the exception being a Militia Caldari Medium Frame with a Militia Shotgun that I use when I think I am going to be spawn camped. At the time of writing, I have accrued 15 million Skill Points, ~10,200 kills, and ~1.2 million War Points. My current Kill-to-Death Ratio is approximately 1.345.
Introductions aside, I feel that while Scouts, in relation to other classes, are less then ideal at their intended role. That being said, they are by no means underpowered to the point of being broken. In my opinion, Scouts have the potential to be an excellent choice for players with a few minor tweaks to their base stats (these tweaks will be enumerated and described in more detail below). Many of these, as it happens, would apply to all suits in various amounts, thus differentiating Scouts for others further.
1. Stamina Changes. This would allow for Scouts to become even better at getting to objectives and navigating their surroundings, using them to their advantage. Changes of this nature include a slight increase in base Stamina, slight increase in Stamina Regeneration, change in stamina usage for jumping (50 stamina consumed per jump for the first three jumps in time period X, with each jump after requiring steadily increasing amounts of stamina) applied across all classes, and the elimination of the Stamina Regen delay for nonzero Stamina amounts. In addition, Stamina Regeneration while falling would be nice, ideally paired with less fall damage.
2. Scanning Changes. These would help Scouts hunt and hide, to borrow a phrase from Shotty, and include an increase in Scan Radius (10/15/20 for Heavy/Medium/Light suits), possible decrease in Scan Profile and Precision, and also reconfiguration of the Tac-Net radar with the outer ring at 50, middle at 30, and inner at 10.
3. Fitting Changes. Rework the Gallente Advanced with 1 high slots and 3 low slots instead of the current 2H/2L, and add an additional high slot at Prototype. Minmatar would require similar changes, but I don't know their base stats or what they would want. Slight increase in CPU/PG would allow for the Scout to fit better gear, thus being more viable and useful to their team.
I feel that these changes would add a more unique feel to the Scout, and in doing so help it become more of a force in New Eden's battlefields. I do not think that Scouts need a 'deus ex machina' solution of cloaking or unique modules, as this would require development time and would likely cause balancing issues.
This is my personal opinion, it may not be the best option. I am open to all feedback; please quote what you are specifically referring to if you do decide to respond. Thank you for reading, and happy hunting.
tl,dr: Buff Scouts. |
Dominus Fatali
Nox Aeterna Security
320
|
Posted - 2013.10.03 21:54:00 -
[2] - Quote
In retrospect, my title is completely unfitting, as my post has no satire. Oh well.
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Dominus Fatali
Nox Aeterna Security
431
|
Posted - 2013.10.20 18:56:00 -
[3] - Quote
Necrobump. |
Dominus Fatali
Nox Aeterna Security
433
|
Posted - 2013.10.20 21:19:00 -
[4] - Quote
Cody Sietz wrote:I'd like to add a sidegrade advanced Gallente scout instead of just replacing the current one.
It's the only Gallnete scout with 2 highs and it's Gallentes take on the Minmatar scout. Also give the Minmatar a suit that somewhat mimics the Gallente suit.
other then that, I agree. Chances are, the Amarr or Caldari scout suits will be more along these lines, though there is no way to know their roles yet. |
Dominus Fatali
Nox Aeterna Security
436
|
Posted - 2013.10.20 22:27:00 -
[5] - Quote
Vegetation Monster wrote:Dominus Fatali wrote:Firstly, some background information about myself. I have been playing since November of 2012, and greatly enjoy the game. 95% of the time, I use a Gallente Scout suit, with the exception being a Militia Caldari Medium Frame with a Militia Shotgun that I use when I think I am going to be spawn camped. At the time of writing, I have accrued 16 million Skill Points, ~11,200 kills, and ~1.2 million War Points. My current Kill-to-Death Ratio is approximately 1.356.
Introductions aside, I feel that while Scouts, in relation to other classes, are less then ideal at their intended role. That being said, they are by no means underpowered to the point of being broken. In my opinion, Scouts have the potential to be an excellent choice for players with a few minor tweaks to their base stats (these tweaks will be enumerated and described in more detail below). Many of these, as it happens, would apply to all suits in various amounts, thus differentiating Scouts for others further.
1. Stamina Changes. This would allow for Scouts to become even better at getting to objectives and navigating their surroundings, using them to their advantage. Changes of this nature include a slight increase in base Stamina, slight increase in Stamina Regeneration, change in stamina usage for jumping (50 stamina consumed per jump for the first three jumps in time period X, with each jump after requiring steadily increasing amounts of stamina) applied across all classes, and the elimination of the Stamina Regen delay for nonzero Stamina amounts. In addition, Stamina Regeneration while falling would be nice, ideally paired with less fall damage.
2. Scanning Changes. These would help Scouts hunt and hide, to borrow a phrase from Shotty GoBang, and include an increase in Scan Radius (10/15/20 for Heavy/Medium/Light suits), possible decrease in Scan Profile and Precision, and also reconfiguration of the Tac-Net radar with the outer ring at 50, middle at 30, and inner at 10.
3. Fitting Changes. Rework the Gallente Advanced with 1 high slots and 3 low slots instead of the current 2H/2L, and add an additional high slot at Prototype. Minmatar would require similar changes, but I don't know their base stats or what they would want. Slight increase in CPU/PG would allow for the Scout to fit better gear, thus being more viable and useful to their team.
4. Speed Changes Arguably Scout's main advantage, speed also has room for improvement. Increasing the gap between Minmatar Assault and the Scout suits would be nice, as currenty they can move nearly the same speed. Scouts should also be able to do more than move at a greater rate of speed, for example climbing ladders, recovering from using Inertial Dampeners, getting in and out of vehicles (if they add an animation for it), deploying equipment, etc. I also, as detailed in another thread, feel that Scouts should have less of a delay between melees than Medium Frames and significantly less than Heavy Frames, as they have less damage, more or less equalizing the effective DPS of melee and further differentiating the suits.
I feel that these changes would add a more unique feel to the Scout, and in doing so help it become more of a force in New Eden's battlefields. I do not think that Scouts need a 'deus ex machina' solution of cloaking or unique modules, as this would require development time and would likely cause balancing issues.
This is my personal opinion, it may not be the best option. I am open to all feedback; please quote what you are specifically referring to if you do decide to respond. Thank you for reading, and happy hunting.
tl,dr: Buff Scouts. Its should be the other way around, add a high slot to the proto gallante scout. And/or that. |
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