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Vell0cet
SVER True Blood Public Disorder.
812
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Posted - 2014.01.20 17:22:00 -
[1] - Quote
Nocturnal Soul wrote:Who would agree to a primary bonus to the cloak ( like nk's are to the the minja) and a sub bonus of stamina max and regain that's equal to a standard module? I like this suggestion the best. Of all the scout suits, the Amarr will probably always be using a cloak. It is slower than the Minmatar assault (especially if plated), and it doesn't have inherent damp bonuses like the Gallente, so it's slow and easier to scan from the get-go. It's primary means of defense will be cloaking. You could plate the thing to hell and try to play as an assault, but I suspect this approach will be disastrous, and you'd be much better off running a real assault suit.
Also, some people have been really downplaying the NK bonus on the Minmatar scout. I suspect those things are going to be absolutely devastating. You can OHK most suits with those without a charged shot, add the cloak to easily close distances unseen, and we're going to see a lot of knife kills in the kill feed.
If people decide there should be absolutely no cloak bonuses (besides the fitting bonus), then the next best option is the ScP clip-size bonus. It will make going for headshot assassinations a more viable tactic, since misses aren't so severely punishing as they are now. I still think the NK bonus is significantly better, but I could live with the disparity. Maybe it's redundant with the scrambler pistol operations bonus, but that one is basically required for the gun to be viable at all, so it's less of a bonus, and more compensating for an initially severely limited clip size. The Amar scout bonus would feel more like a bonus, giving you the opportunity to try for more headshots. This doesn't reduce the TTK like the NK bonus, and is pretty balanced IMO.
My last option (that nobody seems to like) would be a 10%/level vehicle damage bonus to remote explosives/proxi mines. This would fill the sabotage role (specifically mentioned by CCP Remnant but not explicitly filled through the existing scout suit bonuses), and help cut down on the tank spam as an additional AV tactic. Not my favorite option, but the small base HP advantage might give the Amarr scout a touch more survivalibility for getting in close to vehicles.
Quick/Dirty Test Range Idea
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Vell0cet
SVER True Blood Public Disorder.
812
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Posted - 2014.01.20 17:35:00 -
[2] - Quote
Korvin Lomont wrote:Aero Yassavi wrote:Jack McReady wrote:Aero Yassavi wrote:even then with the Amarr scout able to sprint for 45 seconds, it is still the slowest. it is the slowest when you take the sprint distance of the other suits as base. it is the fastest over long sprints though. it can also bunny hop alot more in combat than any other suit. When you add a complex cardiac regulator to a Caldari or Gallente suit, they can sprint for 42 seconds. When you add a complex cardiac regulator to a Minmatar suit, they can sprint for 44.1 seconds. This isn't really far off from 45 seconds. When you consider that these suits are faster, they would also travel more distance in this shorter time. And yes, it is fair that these suits would have to use a slot to achieve similar stamina performance, because an Amarr would also have to use a slot if it wanted to achieve similar profile dampening, scan precision, or hacking speed. Also stamina does not affect bunny hopping, because jumping uses a percent of your stamina, not a set amount. No matter how much stamina you have you cannot increase how many times you can jump in quick succession. The thing is with faster stamina regeneration you CAN bunny hop more than other suits as your stamina will be faster at that point where you can hop again... You can bunny hop the same amount as other suits but can recharge the ability a bit faster, that is a pretty negligible advantage. Let's be serious.
Quick/Dirty Test Range Idea
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Vell0cet
SVER True Blood Public Disorder.
820
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Posted - 2014.01.22 19:05:00 -
[3] - Quote
Now that we have the cloak info, I'm pretty convinced that I just want the original cloaking bonus (reduced recharge) + a small stamina bonus. Amarr scouts will be terrible without a cloak. They are slow (especially if plated) they aren't bonused against scanners, they will be like weak versions of the Minmatar Assault if not fitting the cloak. The cloak will be the Amarr scout's primary means of defense, and they're the most "technologically advanced" race so a bonus to cloaks makes sense with the lore.
Quick/Dirty Test Range Idea
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Vell0cet
SVER True Blood Public Disorder.
820
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Posted - 2014.01.22 19:52:00 -
[4] - Quote
True Adamance wrote:Vell0cet wrote:Now that we have the cloak info, I'm pretty convinced that I just want the original cloaking bonus (reduced recharge) + a small stamina bonus. Amarr scouts will be terrible without a cloak. They are slow (especially if plated) they aren't bonused against scanners, they will be like weak versions of the Minmatar Assault if not fitting the cloak. The cloak will be the Amarr scout's primary means of defense, and they're the most "technologically advanced" race so a bonus to cloaks makes sense with the lore. However we can't really neglect game balance like that. Let Amarr scouts have cloak bonuses and we become the FoTM of scouts. Let the Gal be the FoTM of scouts. Gal Scout= best assault in the game. I don't think the cloak bonus will make the Amarr scout the FOTM. Other scouts have a TON going for them and shaving a few seconds off of the cloak recharge isn't exactly game-breaking. I think Minjas with Nova Knives are going to be the real threat: they're already very deadly in the right hands now, give them cloaks and they're going to tear people to pieces.
Again, our natural racial strengths (plates and HP's) aren't an advantage on the scout suit. Scouts tank via stealth, speed and surprise. The cloak will be our main strength.
Running slowly for a long time is just f*cking stupid! I could hop in an LAV, get where I need to be and then cloak up in much less time. The bonus will only come into play when you've drained your STA pool, unlike bonuses to profile damps which are effective the entire match. Cloak bonus makes sense, it's not OP, but it makes it possible for the Amarr scout to spend more time cloaked in a match (but doesn't increase the duration of the cloak) by having shorter "down time" which will be it's primary defense mechanism.
Quick/Dirty Test Range Idea
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