Oswald Rehnquist wrote:This isn't entirely fleshed out but I was thinking of an exchange for removing the light weapon slot make scouts the active module class. They can use any of the active modules but get a bonus to their suits preferred module
Sentinels are the heavy weapons class, the Commando is a duel light weapons class, making heavy frames the unique weapon specialists, Medium frames are the adaptable GÇ£can perform every single roleGÇ¥ class, logis being equipment/module focus and assaults being stat/weapon focused, thus Scouts should be the active module class, allowing them to explode with power in short bursts (this will also fit with how pilot suits would operate). This would replace them getting a second equipment slot and would remove the light weapon slot from their suits.
Scout suit stats arenGÇÖt that great in general to get much of an advantage from % boosting modules, and the module count is small to begin with and limited cpu/pg to stack mods, why not have unique and powerful modules just for the scout suit to have them get past this hard set limitation? They would have long cool downs when ran without bonuses and part of the racial scout bonuses could be applied to the reduction of these cool downs.
Caldari Racial: Tacnet Delusive Module cooldown
Tacnet Delusive Modules- The accuracy of targeting hostile playerGÇÖs Tacnet is dependent on precision beating out targets profile signature.
Solipsism Modules (Tacnet Jammer)- Turns off the mini map, turns off IFF (identify friend foe) indicators, cuts mic communication, prevents calling in of vehicles or strikes
Phantasm modules (decoy, false noise)- When used on the ground it creates false hostile signals on the enemies tacnet, when used on objectives, it falsely claims its being hacked
Mimatar scout active modules effect movement, filling an effective skirmisher role that can excel at hit and run tactics
Hermod Modules (chemical stimulates)- Increases speed by a large margin just as fast or faster than frame rate for a few seconds.
Olorun Modules (jump pack)-Activate the module and your jumps become boosted, you can also double jump with this. Falls can be controlled by slow ascension and dropping on an enemy causes an instant kill.
Amarr- Bonus to capacitor active modules
While the capacitor stat doesnGÇÖt really exist in dust its function on how and why modules and weapons take cpu/pg do. Amarr scout would be a really good harrier by debuffing enemies
Neutralize (direct Debuff)- temporarily negates the effect of some of the modules on hostile targets (some modules would be immune for common sense purposes) also slows down enemy units
***PLACE HOLDER*** Though I was debating a teleporting function
Gallente- Bonus to Stealth/Detection Active Modules
Ghost Modules (cloak)- self explanatory
***PLACE HOLDER***