So I have added another spreadsheet this shows the CPU, PG, and slot layout of each assault suit and Logistic suit.
**Logi vs Assault** core skills
The final piece we are going to look at for the assault vs logi is out passive skills stack up. Currently in Dust the Logi benefits greatly from fitting skills, while the assault player benefit more from biotic, shield and armor passive skills. With the new suit that changes a lot. The assault still gain the same benefit from biotic, shield, and armor passive skills, but the logi now gain very little from fitting skills. On a proto suit with level 5 core upgrades electronics and engineering the new logi suit will gain 9 CPU and 1 pg more then an assualt from passive skill bonuses. That is not even enough to fit a basic plate.
So we are going to ensure that the Logi suits have a better passive scanner then the assault this will allow them to gain an advantage if they put points into these skills.
insert new stats here
***Fixing the scout suit***
So on to balancing the scout suit. The first thing we need to do is at the roles and play style this suit wants. Currently in Dust the only advantages this suit has is stealth and speed(not enough). These are the 2 main points we are going to work on. Other issues with the suit is the current fitting power available to it. Current the scouts and heavys in the game have less slots then the current logi/assaults. At basic the scout has 7 total slots this is on bar with the Amarr assault and 1 more then the heavy. However both the heavy and the assault have higher fitting power then the scout lets take a look
Heavy basic(6 slots)
fitting power 360
fitting power per slot 60
Amarr Assault (7 slots)
fitting power 350
fitting power per slot 50
Gallente Scout(7 slots)
fitting power 275
fitting power per slot 39
The first thing we need to do is bring up the scouts fitting power. We need to bring this power to fit between the Caldari assault suit and the Amarr suit. Amarr have a higher fitting power per slot as a general trait so we don't want to take that away from them.
So the plan is to move the scout to a fitting power per slot of about 44 at basic level. Again the minmatar suit will have slightly more and the Amarr Scout we will assume will have 1 less slot with more fitting power. Page 3 of the spreadsheet have the new version of the current scout suits. You will notice I gave both scout 1 extra slot at Proto level. This keeps them inline with the assaults and continues the trend of scouts having one less slot per level compared to assaults.
see third page for new scoutsNow we are going to give the scout a Role Bonus and make some changes to base stats.
10% efficiency to biotic modules
I believe regardless of the scouts choice speed will always be paramount and this stresses they are the king of movement. To go with this change I also think the scout need to have there base movement speeds increased. The slowest scout(Amarr) should be as quick as the current Minmatar. This gives a speed boost to all races and with a shorter TTK allows the scout to survive without increasing HP pool.
The next thing that needs to change is the passive scan system. All scout suit need to have a base range of 20 m. This will allow CQC scouts to make more informed decision before coming around the corner and allow the ranged scouts the chance to see someone coming up on them. More than any other class the scout suit usefulness is controlled by TTK and movement speed.
Signature profile. While I don't think we need to change this spec we do need to look into changing the Active scanner to better fall in line with them. I believe at every tier there needs to be 2 type of scanner. 1 long range low precision(higher numerical number), and a short range high precision scanner. I believe a scout should be able to beat out the long range scanners on passive skills alone. So for an advanced tier long range scanner a scout would need
Racial scout suit lvl 3
profile dampening 3
For shorter range scanner the scout would need to equip a profile dampener of some sort. This creates a dynamic as displayed below
player 1: uses his normal fit with long range scanner on a smaller map
scout player 2: is able to use bypass this with out modules and chooses to replace profile dampener.
Player 1: is unable to find the scout learn after mutliple matches/lives and equips short range scanner
This then create a meta game situation where scout and scanner continue to change the items they use on each map based on each other. When the scouts start carry profile dampener the players with scanners will change to the long range scanners knowing they can't see the scouts. The scouts then in turn replace there profile dampener to become more combat friendly. This in turns allow the player with scanner to start using the short range scanner again picking up the scouts in question.
While these changes allow the scout to operate most efficiently right now. I believe new modules and equipment need to come out in order to give the scout more roles. I believe Ewar of various type is where the scout will succeed in the future.