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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.
u+Élop s-¦ -Äll+Én-ç+ö+É
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Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
372
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Posted - 2013.10.31 00:48:00 -
[2] - Quote
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 am part shovel, part man, full scout, and a little bit special.
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Nocturnal Soul
Immortal Retribution
966
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Posted - 2013.10.31 00:49:00 -
[3] - Quote
You...mad....mad genuis
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
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KING CHECKMATE
AMARR IMPERIAL CRUSADERS
2172
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Posted - 2013.10.31 00:50:00 -
[4] - 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... : /
u+Élop s-¦ -Äll+Én-ç+ö+É
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True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
3818
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Posted - 2013.10.31 00:51:00 -
[5] - 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? Basically what I thought though I believe it should be a passive bonus not tied to modules.
"All things were created by the Divine, and so the glory of our faith is inherent to us all"
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Knight Soiaire
Mercenaries of Sunlight
2896
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Posted - 2013.10.31 00:51:00 -
[6] - 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?
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.
Raffle signup closed - Draw will be SoonTM, 2 prizes of 5mil being rewarded for delay.
*Mercenaries of Sunlight!
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Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
374
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Posted - 2013.10.31 00:52:00 -
[7] - Quote
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.
I am part shovel, part man, full scout, and a little bit special.
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KING CHECKMATE
AMARR IMPERIAL CRUSADERS
2172
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Posted - 2013.10.31 00:53:00 -
[8] - 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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Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
374
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Posted - 2013.10.31 00:54:00 -
[9] - Quote
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.
I am part shovel, part man, full scout, and a little bit special.
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True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
3818
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Posted - 2013.10.31 00:55:00 -
[10] - Quote
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?
"All things were created by the Divine, and so the glory of our faith is inherent to us all"
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Knight Soiaire
Mercenaries of Sunlight
2896
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Posted - 2013.10.31 00:58:00 -
[11] - Quote
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.
Raffle signup closed - Draw will be SoonTM, 2 prizes of 5mil being rewarded for delay.
*Mercenaries of Sunlight!
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KING CHECKMATE
AMARR IMPERIAL CRUSADERS
2172
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Posted - 2013.10.31 00:58:00 -
[12] - 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 -
[13] - 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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True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
3818
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Posted - 2013.10.31 01:00:00 -
[14] - Quote
KING CHECKMATE wrote: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,.
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.
"All things were created by the Divine, and so the glory of our faith is inherent to us all"
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Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3438
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Posted - 2013.10.31 01:08:00 -
[15] - Quote
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
Amarr faithful, join PIE Inc, the oldest EVE/Dust Amarr loyal corporation!
Amarr Victor!
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Aleksander Black
Immortal Retribution
238
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Posted - 2013.10.31 01:27:00 -
[16] - Quote
Since you don't have another way to put it I will go with 2...
I was thinking about this today, coincidentally, and reached the conclusion that a skill bonus could change one or other minor parameter of a weapon (like Minmatar Assault), but shouldn't alter weapon functionality because of the programming issues for one. What you suggested could be achieved through a new light weapon like some sort of laser shotgun or SMG. Now, for the bonus itself (going into option 3) I suggested the other day a +20% bonus to headshots damage. I was kind of serious about it...
See, it would work pretty well with both the Scramblers weapons currently in game (charged head shot on the rifle instakilling and the already higher multiplier of the pistol). It would be a bonus that reward skill. Only issue I could think of was how it would became the favorite sniper suit and how the sniper headshot damage could easily get out of hand but maybe we could work our way around that. |
KING CHECKMATE
AMARR IMPERIAL CRUSADERS
2182
|
Posted - 2013.10.31 01:32:00 -
[17] - 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
|
Posted - 2013.10.31 01:33:00 -
[18] - 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 >..>
u+Élop s-¦ -Äll+Én-ç+ö+É
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Jadu Wen
Xer Cloud Consortium
34
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Posted - 2013.10.31 01:43:00 -
[19] - Quote
Alright, here's an Amarr racial bonus for you that is logically called "The Scrambler." Regardless of your fitting scheme the properties of all your modules, equipment, and weapons will have their stats scrambled and convoluted one randomization cycle per level....
troll powers deactivated....
GûÆGûêGûæGûæGûÆGûê GûÆGûêGûÇGûÇGûÇ GûÆGûêGûäGûæGûÆGûê
GûÆGûêGûÆGûêGûÆGûê GûÆGûêGûÇGûÇGûÇ GûÆGûêGûÆGûêGûÆGûê
GûÆGûêGûäGûÇGûäGûê GûÆGûêGûäGûäGûä GûÆGûêGûæGûæGûÇGûê ? SoonGäó
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True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
3821
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Posted - 2013.10.31 01:46:00 -
[20] - Quote
KING CHECKMATE wrote: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 runs around and does what AMARR LOGIS should be doing >..> But my bad....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 ELM-7... again My bad. Its you opinion....Aero and I have discussed this to Metropolis and back and the general doctrine we came up with was defensive.
"All things were created by the Divine, and so the glory of our faith is inherent to us all"
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Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3443
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Posted - 2013.10.31 01:47:00 -
[21] - Quote
KING CHECKMATE wrote: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 runs around and does what AMARR LOGIS should be doing >..> But my bad....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.
Amarr faithful, join PIE Inc, the oldest EVE/Dust Amarr loyal corporation!
Amarr Victor!
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KING CHECKMATE
AMARR IMPERIAL CRUSADERS
2183
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Posted - 2013.10.31 01:53:00 -
[22] - 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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Draxus Prime
BurgezzE.T.F Public Disorder.
1610
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Posted - 2013.10.31 01:53:00 -
[23] - Quote
a bit off topic but at eve vegas ccp said they're done the ammar/caldari scout and are waiting to release with the heavies
Forum Warrior Level 1
The Master of the Nova Knifes and The Spammer of the Scanner
The Scary Scout
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Chunky Munkey
Amarr Templars Amarr Empire
1950
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Posted - 2013.10.31 02:01:00 -
[24] - 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?
Nah, more than one on a scout becomes fairly useless. Any distance where they'd make a difference is better traversed by LAV. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3448
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Posted - 2013.10.31 02:11:00 -
[25] - Quote
KING CHECKMATE wrote: 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.
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.
Amarr faithful, join PIE Inc, the oldest EVE/Dust Amarr loyal corporation!
Amarr Victor!
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KING CHECKMATE
AMARR IMPERIAL CRUSADERS
2183
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Posted - 2013.10.31 02:24:00 -
[26] - 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....
u+Élop s-¦ -Äll+Én-ç+ö+É
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Cosgar
ParagonX
6900
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Posted - 2013.10.31 02:30:00 -
[27] - 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? All scouts should get biotics efficacy or fitting reduction as their suit bonus and just lower all the suits' base signature by 25%.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Samuel Zelik
D.A.R.K Academy D.E.F.I.A.N.C.E
83
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Posted - 2013.10.31 02:46:00 -
[28] - Quote
KING CHECKMATE wrote: I keep thinking about amarr scouts and then think: What weapon will i use? Is there a CQ weapon for amarr?
3-You have a better idea yourself
I vote that the Shock Coil (video @10:40) from Metroid Prime: Hunters becomes the Amarr CQC light weapon (or it could be a sidearm, I guess...).
Essentially the weapon is like a short-ranged electric beam that continuously drains more of the target's HP the longer the weapon is locked on the target. However, if the link is broken (target lost), the Shock Coil's damage resets back its original base damage(similar to, but not exactly like the LR) and must be held on again to start doing more damage. ... Just watch the video! ;) |
Rusty Shallows
Black Jackals
452
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Posted - 2013.10.31 03:08:00 -
[29] - Quote
KING CHECKMATE wrote:snip
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! snip
Did KING CHECKMATE just dis the Scrambler Pistol? Anger Rising!
I wholeheartedly support the basic idea. Not because Scrambler Pistols in of themselves need a buff.
"She may not be Miss Right but she'll do right now," Thank you SR-71
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Viktor Hadah Jr
Negative-Impact Cult of War
788
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Posted - 2013.10.31 03:21:00 -
[30] - Quote
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...
Edit: I know a speed bonus is not likely but i can dream...
Would complement the Scrambler rifle perfectly since after 1.7 it will have a large range increase so a scout running around with a scram rifle will silently charging up and taking out unsuspecting victims would be pretty cool Imo. Not a Close quarters scout, something different.
For the Empire!
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