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KING CHECKMATE
AMARR IMPERIAL CRUSADERS
2172
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Posted - 2013.10.31 00:43:00 -
[1] - Quote
THIS IS NOT A REQUEST,this is to see what people think of this random idea.
I keep thinking about amarr scouts and then think: What weapon will i use? Is there a CQ weapon for amarr?
I dont think now,since amarr are long ranged armor tankers...
BUT WHAT IF..instead of a shotgun or SMG they get a SCOUT BONUS that changes their sidearms to the effectivness of a LIGHT WEAPON! Same as minmatar have a nova knife bonus to effectivley spread butter im thinking something like THIS would resolve my issue.
Amarr Scout bonus: While equipped with SCRAMBLER Pistols they are made AUTOMATIC. +5% or 10% Rate of Fire Per level.
Voila: a Powerful CQ weapon,designed for assasinating enemies in 1 v 1 battles, Of course with the dispersion rate of the scrambler pistol its going to be pretty crappy in full auto mode + low bullet clip size = at mid range...but overall beast at CQ.
This was thought in consideration that all amarr sutis are very offensive oriented.....
1-you like 2-Stupid idea
XD
Ty for imput.
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KING CHECKMATE
AMARR IMPERIAL CRUSADERS
2172
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Posted - 2013.10.31 00:50:00 -
[2] - Quote
Spademan wrote:It'd be hilarious.
But I think a bonus to the efficiency of Stamina modules (the green steroids) could be interesting, say 10% per level?
But but..the Amarr are always offensive oriented , PLUS amarr are the SLOWEST in everything? Why would i like a bonus to RUN when im already the SLOWEST. PLUS amarrs already have the best stamina, im guessing he amarr scout would run AT LEAST 250 stamina... : /
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KING CHECKMATE
AMARR IMPERIAL CRUSADERS
2172
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Posted - 2013.10.31 00:53:00 -
[3] - Quote
Spademan wrote:KING CHECKMATE wrote:Spademan wrote:It'd be hilarious.
But I think a bonus to the efficiency of Stamina modules (the green steroids) could be interesting, say 10% per level? But but..the Amarr are always offensive oriented , PLUS amarr are the SLOWEST in everything? Why would i like a bonus to RUN when im already the SLOWEST. PLUS amarrs already have the best stamina, im guessing he amarr scout would run AT LEAST 250 stamina... : / I just had a thought as to what it would be like if the Amarr scout was a sort of long distance runner, sure, the Minnies are the speed demons, but they tire quickly. Didnt say it was a good idea, I'd just like to see what people do with it.
not much considering running at 10.5 with a minnie scout is nonesense when bullets follow me around corners....
Offensive or HP > Speed and stamina sadly (ATM THAT IS)
I know where you are coming from with this, but lets leave this bonus to caldaris or something XD
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KING CHECKMATE
AMARR IMPERIAL CRUSADERS
2172
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Posted - 2013.10.31 00:58:00 -
[4] - Quote
True Adamance wrote:KING CHECKMATE wrote:Spademan wrote:It'd be hilarious.
But I think a bonus to the efficiency of Stamina modules (the green steroids) could be interesting, say 10% per level? But but..the Amarr are always offensive oriented , PLUS amarr are the SLOWEST in everything? Why would i like a bonus to RUN when im already the SLOWEST. PLUS amarrs already have the best stamina, im guessing he amarr scout would run AT LEAST 250 stamina... : / I'm sorry you THINK what about the Amarr.... geared for assault? Really? We armour tank but we aren't brawlers. There be reasons why we have such ranged weaponry.
In dust , ehem. DUST , Amarr dropsuits are Offensive oriented.
Assault has a bonus for WEAPONS. Amarr logi has a SIDEARM Heavy sentinel has 2 Weapon oriented bonuses...
It only makes sense,.
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KING CHECKMATE
AMARR IMPERIAL CRUSADERS
2176
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Posted - 2013.10.31 00:59:00 -
[5] - Quote
Knight Soiaire wrote:Spademan wrote:Knight Soiaire wrote:Spademan wrote:It'd be hilarious.
But I think a bonus to the efficiency of Stamina modules (the green steroids) could be interesting, say 10% per level? I dont like the idea of Passives to a specific module, especially if its only one. I think it should be +5% Stamina + Stamina regen per level. Alright, fair enough, tying a suit to specific equipment probably isnt the best idea. Yeah, I have Minnie Scout, but I'd prefer if the bonus was a bonus to sidearms instead of Nova Knifes, now I feel forced to use NKs on my fit just to take full advantage of the bonus.
You have assaults for sidearms and runs as fast as a scout too :3
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KING CHECKMATE
AMARR IMPERIAL CRUSADERS
2182
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Posted - 2013.10.31 01:32:00 -
[6] - Quote
True Adamance wrote:
Uh Uh were the kings of resistance and passive tanking, we don't brawl like the Gallente ships and weapons do, we don't move fast like the flanking minmatar do. Like the Caldari I would say were are geared for rock solid defensive actions.
Im sorry adamance, you are condusing EVE with DUST again.... Most of your above description is talking about EVE:
GÖª Amarr are the Agressive, DUALT TANKING faction in DUST GÖª Gallente Are the TRUE ARMOR TANKERS in dust GÖª Minmatars are STILL the speedy flankers GÖª Caldari are the crystal shield tankers masters of hit an run , they have NOTHING ''rock solid''
:3
See?
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KING CHECKMATE
AMARR IMPERIAL CRUSADERS
2182
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Posted - 2013.10.31 01:33:00 -
[7] - Quote
Aero Yassavi wrote:King Checkmate, I don't know about you but in Dust Amarr are defensively focused. Our suits are slow, but we have lots of HP and high power ranged semi-auto weapons. We are not ideal for charging, but we can hold a point with extreme proficiency.
Other Amarr stuff: Highest stamina, scrambler pistols, scrambler rifles, laser rifles, drop uplinks
Now since we're talking the Amarr scout, the bonus should have nothing to do with HP or weapons, since the scout should be avoiding combat. So here's what I think would be good racial bonuses:
+10% per level total stamina -10% per level uplink CPU/PG costs -5% per level uplink spawn time (for you uplinks to get teammates in faster)
Any of those would be acceptable, but that is in order for what I'd prefer the most
I'm sorry i thought more of the Amarr Scout as an assasin, not a coward that has to do what AMARR LOGIS are supposed to >..>
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KING CHECKMATE
AMARR IMPERIAL CRUSADERS
2183
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Posted - 2013.10.31 01:53:00 -
[8] - Quote
Aero Yassavi wrote:
I thought he way to deal with heretics was agressiveness, not passive sitting on my butt while hoping some poor smuck runs out in the open to use my ALM-7... again My bad.
It's not running away. If you give the Amarr scout crazy high stamina, then he can be everywhere at once, so to speak. That is the ultimate power for harassing the other team, never knowing where you are because you could easily be anywhere.
The problem with making any scout an "assassin" is that no matter what you do, he will be outclassed at killing by the assault.[/quote]
There are 2 REAL ULTIMATE powers in DUST:
GÖª Firepower GÖª HP
Stamina is NO ''ultimate power'' and you wont be harrasing anyone unless you can survive engagements,Having high stamina does not ddo a lot for you when you re the slowest scout ... just saying.
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KING CHECKMATE
AMARR IMPERIAL CRUSADERS
2183
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Posted - 2013.10.31 02:24:00 -
[9] - Quote
Aero Yassavi wrote: Having the stamina to get to places fast as well as escape engagements is more beneficial than you may think. When I started scouting again, I used a repair module and armor plate. A while later, I ditched the enhanced armor plate for an enhanced cardiac regulator. My performance skyrocketed because I was able to engage my opposition on my own terms and have enough stamina to escape around a corner if things weren't going well.
You keep using the word ''FAST'' but not only AMarr's have LESS SLOTS to modify their dropsuits behavior,but if they get to be AS FAST as the minmatar Assault we are in luck. Scouts do not need to be FAST.Amarrs dont have the need for more stamina,being leaders in stamina will make a scout have OVER 250 by default,for sure.
Scouts need to have high MOVEMENT SPEED,High Close quarters Firepower and good PROFILE DAMPENING.
Again, it seems i might be wrong....
Maybe even playing with the wrong equipment,etc..since my style seems to be different to what of amarrs.... hmm....
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KING CHECKMATE
AMARR IMPERIAL CRUSADERS
2187
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Posted - 2013.10.31 03:22:00 -
[10] - Quote
Viktor Hadah Jr wrote:I would like the Amarr dropsuit to have a high speed bonus(5-10% per level) and just be a complete speed machine made to take out targets from far away kind of like the Imperial Navy Slicer of EVE
I have this view because the Slicer in EVE is my favorite ship in EVE...
I like this hm...
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KING CHECKMATE
AMARR IMPERIAL CRUSADERS
2187
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Posted - 2013.10.31 03:25:00 -
[11] - Quote
Aleksander Black wrote:Viktor Hadah Jr wrote:I would like the Amarr dropsuit to have a high speed bonus(5-10% per level) and just be a complete speed machine made to take out targets from far away kind of like the Imperial Navy Slicer of EVE
I have this view because the Slicer in EVE is my favorite ship in EVE... This actually makes sense... I hope DEVs think about this before making our Scout considerably slower than the rest. Even if we don't have a specific bonus to speed, maybe a bonus to biotics? And the difference between base speed must be small.
Again a bonus to biotics is a bad idea,considering Scouts only have 5 slots,and amarr dropsuits have less slots that their counterparts,as it is they might have only 4 slots.
DO NOT make the same mistake they did for commandos, pfft 2% efficiency to extenders is a joke in a suit that has 3 slots a proto level.....
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KING CHECKMATE
AMARR IMPERIAL CRUSADERS
2188
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Posted - 2013.10.31 03:47:00 -
[12] - Quote
Aero Yassavi wrote: Just because it's Amarr doesn't change the fact that it's a scout. I'm sure it'll be just a tad faster than the Minmatar assault, while still the slowest among scouts. Stamina could still be really beneficial to that.
Scouts will be outclassed by assaults in close quarters no matter what you do because of the HP discrepancy.
Not with high profile dampening and 1 on 1. Atacking from behind is effective 60% of the time , all the time...
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KING CHECKMATE
AMARR IMPERIAL CRUSADERS
2190
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Posted - 2013.10.31 04:10:00 -
[13] - Quote
True Adamance wrote:KING CHECKMATE wrote:Aero Yassavi wrote: Just because it's Amarr doesn't change the fact that it's a scout. I'm sure it'll be just a tad faster than the Minmatar assault, while still the slowest among scouts. Stamina could still be really beneficial to that.
Scouts will be outclassed by assaults in close quarters no matter what you do because of the HP discrepancy.
Not with high profile dampening and 1 on 1. Atacking from behind is effective 60% of the time , all the time... Its not that easy to get behind competent FPS players as I am sure you well know.... and with people spamming scanners like there isn't going to be a tomorrow its almost rough even trying to avoid the random 360 scans people do...
Exactly why i said Scouts REAL strenght now is Dampening. The sad thing is the best way to play scout is defensivley... : /
Not speed, not Stamina....
Before you could speed tank prefectly,now being fast or running a lot wont save you if you are on every single red dot's radar...
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