Zeylon Rho
Subdreddit Test Alliance Please Ignore
3119
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Posted - 2014.01.09 21:12:00 -
[1] - Quote
Driftward wrote:
2. Forced use of an equipment slot
These bonuses are essentially requiring an equipment choice to fill the ONE slot that scouts have. We lose the capability to drop uplinks strategically using our profile dampened status. We lose any diversity or flexibility to support our team on the battlefield. Are we to be relegated to one role? It seems to me with no equipment flexibility then we are stuck as cloaked assassins only. While yes that might be great, but what's the point of having every scout be that? It's like telling Logis that "hey you have all this equipment you could use, but you only get bonuses to rep tools. Ammar you get range, Caldari gets increased rep efficiency, and so on....". It's not promoting diversity of the battle field.
To be fair, that's kinda what the preliminary logi bonuses look like, in that each race gets functional bonuses to only a specific equipment type.
The fitting bonus for the cloak is interesting though. Fitting in-game has two parts in this case, your suit and your skill level. A lower level scout is doubly screwed because they don't have access to a suit with higher fitting stats, and they don't get a full reduction of the cloaking costs. So, exactly what sort of fitting the cloaks have is a big question here.
Is max scout level needed to fit one comfortably? Is a protosuit? Or do you need both to just barely be able to fit one and a advanced weapon? If the latter is the case, you've removed lower level scouts from using cloaks and their racial cloak bonuses.
This is somewhat specious on my part I guess, since I imagine there'll be at least three cloaks (basic/advanced/proto), but the mere act of giving them tiers will seemingly make them easier for other specialties to fix.
Also, from the summary of "what cloaks are", cloaks are equipment, no? That means every logistics player with max skill will get a 25% bonus to fit a cloak, which would place them roughly on par with someone with Scout-skill-3.. but in a suit with many more slots, more hp, and much better fitting stats.
The presently suggested stats seem to introduce some issues, but it's hard to say how it will work exactly without knowing: A. New suit stats B. Cloak stats
I hope they're completely reworking scout stats for this, because I don't want to see an Amarr Scout be as fast as an assault suit with the fewest slots of all scouts and fewer hp than anything but another scout.
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