Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
373
|
Posted - 2013.10.31 04:03:00 -
[1] - Quote
I've been thinking about the very basic concepts of role, and IGÇÖve come to the conclusion that I, along with a few others have certain ideas on what a scout should be doing and what it shouldn't be doing, which when I stepped backed, seemed kind of selfish since there are a lot of archetypal roles which easily fall in here and there is no reason that a tech 2 suit shouldn't be able to capture most of them.
You can ignore what race I think goes with the best, though IGÇÖd love for that to be commented on too. I also know that scouts have already been processed by CCP, but I can guarantee you that they will not be polished or complete in the slightest.
Lurker- Essentially this is your sneaky info sharing alpha damaging scout CQC- Since scouts passive scan will be around 20 to 40 range, which will be their advantage over any other frame, with CQC spike damage and I canGÇÖt think of a better role for that then the gallente due to their short range and high dps.
Ideas for bonuses can be the radius increase, cloaks, or if gal something with micro drones that assist in detection and escape
Concept: Pretty self explanatory
Harrier- This will be the scouts who constantly screw with the flow of the enemy and keep them preoccupied EWAR-¼- With caldari having the best ewar in eve, I think this fits here. The ewar role would effectively be a debuffer which screws with the enemyGÇÖs tacnet, contrasting the gallentes GÇ£truthGÇ¥ based abilities with finding targets with caldariGÇÖs GÇ£deceptionGÇ¥ based abilities with tacnet phantoms
I think if EWAR was based of off precision to be able to locate and distort the other suits then, itGÇÖs a no brainer that this scout should have a precision bonus
Concept: A simple Eve concept
Demolition- Minmatar are about explosive damage and having a grenadier and lite ewar unit wouldnGÇÖt hurt either. IGÇÖm thinking jump packs, webbifiers, and a unique grenade attributes whatever that takes, especially if grenades are nerfed overall, this suit will be able to go strong with them.
This one is harder, while the role is clear, the bonuses for it are numerous
Concept: Concept Art
Support- The equipment based scout, I figured if logis are allowed to be scout like, a single scout can be logi like Tactical- No scout should be slower than any assault, period, and with scouts as slow as they can be just barely above assaults, then the same will go with the amarr scout, but the amarr scout will have a crazy amount of stamina making it a great distance runner. Able to tactical uplink drops, revive fallen allies, which works since amarr do have more ehp, it would also relieve some stress people place on logis.
Fitting reductions work here considering the function of the scout
Concept: Scout/logi hybrid
I'll be adding what I think the slot layouts could be, I'll throw them in later as to first see if anybody wants to hammer out the concepts first we get as complex as slot layout.
Please, I am looking for critiques and or desired role functionality, ignore everything about limitations and focus on light frame roles that you'd love to perform.
Below 28 dB
|
Samuel Zelik
D.A.R.K Academy D.E.F.I.A.N.C.E
85
|
Posted - 2013.10.31 05:13:00 -
[2] - Quote
I think this is a good outline for the expectations of the Scout roles. From what I've seen and heard from other Scouts, the specializations and the races match up from what you've listed.
If you haven't already, take a look at my post on Explosive Diversity. I think adding in some of those explosives types could help emphasize particular roles, too; especially if we were to get Plasma and Scrambler explosives.
I actually think it would be really cool because:
Gallente matches up with the Flux archetype for sneaking and removing enemy intel.
Caldari goes with the Plasma archetype as an area-denial and flash-bang type of explosive; messes with tacnet and the progression of enemy troops. Caldari also currently matches up with AV, which makes me think of their Railgun & Missile tech (except these are explosive counter-parts).
Minmatar gets the Frag archetype with heavy-duty, damage-dealing explosives; powerful and if used in a certain way, also a bit of flow-interruption.
Amarr receives the Scrambler archetype. The extra equipment slot provides for a psuedo-Logi role (assuming it will be like the Chrome type II, it will only have one light weapon slot and no sidearm). The Scrambler explosives would be like half tacnet and half squad support, since the explosives don't do damage themselves; rather, they slow the enemy down (good for making room to revive teammates or get enemies off of teammates?).
Overall, nice post and summary (from my perspective). I think, just as the nature of the Scout role, each race is going to contain a bit of EWAR, but I think overall there's a good gist of who focuses on what. +1 |