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True Adamance
Kameira Lodge Amarr Empire
5946
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Posted - 2014.01.20 10:10:00 -
[121] - Quote
Jack McReady wrote:Aero Yassavi wrote:You can't say "Let's give this suit a better bonus because it has worse base stats" or "Let's give this suit a worse bonus because it has better base stats." sure, the amarr bonus could use a bit of tweaking but your assumption is wrong. actually you can and this is how balancing works. I also think the amarr bonus, while maybe a bit too low, is underrated by many. the amarr scout is obviously more geared towards combat with the HP it has and with the stamina bonus it can move around the map over long distances faster than other suits despite having the lowest sprint speed of all scouts and due to this provide flanking and firepower where it is needed.
So you would force the Amarr scout into a combat role where as all other scouts are what they are meant to be, scouting stealth roles?
And that if I say wanted to run said suit I would be forced into a light Assault or Light Logi role?
"My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity."
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5549
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Posted - 2014.01.20 10:11:00 -
[122] - Quote
Tech De Ra wrote:Aero Yassavi wrote:Have you even looked at CPU/PG for this or are you just assuming because you have slots you can fit whatever you want? After skills, the ak.0 has 446 CPU and 92 PG 3 complex plates, 1 advanced plate, 2 complex shield extenders: 218 CPU and 64 PG used adding a K17/D (R) hive: 265 cpu and 76 PG used 220 shield, 779 armor, 2 weapon slots, a grenade slot and an equip slot free, with 181 CPU and 16 PG free to fit them You should know me enough by now Aero that i don't comment on things that i can't back up :P So I took the liberty to do the same thing with the gk.0. After skills it has 433 CPU and 97 PG
3 complex plates, 1 advanced plate, 2 complex shield extenders: 218 CPU and 64 PG used
adding a K17/D (R) hive: 265 CPU and 76 PG used
233 shield, 729 armor, 2 weapon slots, a grenade slot, and an equip slot free with 168 CPU and 21 PG free to fit them
That is 37 less EHP, 13 less CPU, 5 more PG, and faster than the Amarr scout. So yeah, tell me how this argument of Amarr being so combat ready that it doesn't deserve a bonus equivalent to a complex mod, yet the Gal scout is arguably more combat ready and can get a bonus equivalent to a complex mod plus a secondary bonus.
ARC Commander
CPM Info and Q&A - Status: Open
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Nocturnal Soul
Immortal Retribution
1670
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Posted - 2014.01.20 10:14:00 -
[123] - Quote
Jack McReady wrote:Aero Yassavi wrote:You can't say "Let's give this suit a better bonus because it has worse base stats" or "Let's give this suit a worse bonus because it has better base stats." sure, the amarr bonus could use a bit of tweaking but your assumption is wrong. actually you can and this is how balancing works. I also think the amarr bonus, while maybe a bit too low, is underrated by many. the amarr scout is obviously more geared towards combat with the HP it has and with the stamina bonus it can move around the map over long distances faster than other suits despite having the lowest sprint speed of all scouts and due to this provide flanking and firepower where it is needed. In my thread the people who commented generally leaned towards the Amarr scout getting the old cloak bonus they had and an increase ( a little bitty tinny Winny increase to you complainers) to the already stamina max/Regan bonus which I completely agree with.
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
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Tech De Ra
Electronic Sports League
283
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Posted - 2014.01.20 10:17:00 -
[124] - Quote
Aero Yassavi wrote:Tech De Ra wrote:Aero Yassavi wrote:Have you even looked at CPU/PG for this or are you just assuming because you have slots you can fit whatever you want? After skills, the ak.0 has 446 CPU and 92 PG 3 complex plates, 1 advanced plate, 2 complex shield extenders: 218 CPU and 64 PG used adding a K17/D (R) hive: 265 cpu and 76 PG used 220 shield, 779 armor, 2 weapon slots, a grenade slot and an equip slot free, with 181 CPU and 16 PG free to fit them You should know me enough by now Aero that i don't comment on things that i can't back up :P So I took the liberty to do the same thing with the gk.0. After skills it has 433 CPU and 97 PG 3 complex plates, 1 advanced plate, 2 complex shield extenders: 218 CPU and 64 PG used adding a K17/D (R) hive: 265 CPU and 76 PG used 233 shield, 729 armor, 2 weapon slots, a grenade slot, and an equip slot free with 168 CPU and 21 PG free to fit them That is 37 less EHP, 13 less CPU, 5 more PG, and faster than the Amarr scout. So yeah, tell me how this argument of Amarr being so combat ready that it doesn't deserve a bonus equivalent to a complex mod, yet the Gal scout is arguably more combat ready and can get a bonus equivalent to a complex mod plus a secondary bonus.
at no point did i say the amarr scout doesn't deservse better bonuses, i merely stated that if your proposal went ahead, the amarr would have the same stats as gallente but double stamina and over double stamina regen, which may outstrip a minny scout at being the runner at the start of a match
Tech De Ra for CPM1
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5549
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Posted - 2014.01.20 10:18:00 -
[125] - Quote
Jack McReady wrote:Aero Yassavi wrote:You can't say "Let's give this suit a better bonus because it has worse base stats" or "Let's give this suit a worse bonus because it has better base stats." sure, the amarr bonus could use a bit of tweaking but your assumption is wrong. actually you can and this is how balancing works. I also think the amarr bonus, while maybe a bit too low, is underrated by many. the amarr scout is obviously more geared towards combat with the HP it has and with the stamina bonus it can move around the map over long distances faster than other suits despite having the lowest sprint speed of all scouts and due to this provide flanking and firepower where it is needed. Really? Because go look at the Amarr Commando bonus compared to every other racial bonus. Go look at the Amarr Sentinel bonus compared to every other racial bonus. Go look at the Amarr logistics bonus compared to every other racial bonus. Guess what? They are all exactly on par with all the other racial bonuses, despite the base stat differences, which if you go up a couple posts you'd see are actually not all that much better if at all.
ARC Commander
CPM Info and Q&A - Status: Open
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5550
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Posted - 2014.01.20 10:19:00 -
[126] - Quote
Tech De Ra wrote:
at no point did i say the amarr scout doesn't deservse better bonuses, i merely stated that if your proposal went ahead, the amarr would have the same stats as gallente but double stamina and over double stamina regen, which may outstrip a minny scout at being the runner at the start of a match
The Amarr scout would have similar stats but over double the Gallente's stamina, but the Gallente would have similar stats and a far more reduced profile signature and increased scan radius.
ARC Commander
CPM Info and Q&A - Status: Open
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Bendtner92
Imperfects Negative-Feedback
1502
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Posted - 2014.01.20 10:20:00 -
[127] - Quote
Tech De Ra wrote:at no point did i say the amarr scout doesn't deservse better bonuses, i merely stated that if your proposal went ahead, the amarr would have the same stats as gallente but double stamina and over double stamina regen, which may outstrip a minny scout at being the runner at the start of a match Who says the Minmatar Scout should be the long runner? I think Minnie Scout is more meant for short runs.
Plus I think Gallente is already better for long runs over Minnie due to more low slots.
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
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Tech De Ra
Electronic Sports League
283
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Posted - 2014.01.20 10:22:00 -
[128] - Quote
Aero Yassavi wrote:Tech De Ra wrote:
at no point did i say the amarr scout doesn't deservse better bonuses, i merely stated that if your proposal went ahead, the amarr would have the same stats as gallente but double stamina and over double stamina regen, which may outstrip a minny scout at being the runner at the start of a match
The Amarr scout would have similar stats but over double the Gallente's stamina, but the Gallente would have similar stats and a far more reduced profile signature and increased scan radius.
The amarr scout already has nearly 50% more stamina and nearly double the stamina regen,
While the gallente is getting a nice profile sig reduction, scanners are also getting buffed by way of the new gal logi bonuses and has a counter, stamina and its regen does not have a counter
Tech De Ra for CPM1
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5550
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Posted - 2014.01.20 10:23:00 -
[129] - Quote
Bendtner92 wrote:Tech De Ra wrote:at no point did i say the amarr scout doesn't deservse better bonuses, i merely stated that if your proposal went ahead, the amarr would have the same stats as gallente but double stamina and over double stamina regen, which may outstrip a minny scout at being the runner at the start of a match Who says the Minmatar Scout should be the long runner? I think Minnie Scout is more meant for short runs. Plus I think Gallente is already better for long runs over Minnie due to more low slots. One of the important things you have to remember with the Minnie is movement speed. Movement speed is the one stat on dropsuits you can never increase, and directly impacts how good you are at strafing and such. Especially for a scout, this is probably one of the most important stats out there, and there is nothing the Amarr scout or any other scout could do to get to that same level of movement speed.
ARC Commander
CPM Info and Q&A - Status: Open
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True Adamance
Kameira Lodge Amarr Empire
5949
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Posted - 2014.01.20 10:25:00 -
[130] - Quote
Tech De Ra wrote:Aero Yassavi wrote:Tech De Ra wrote:
at no point did i say the amarr scout doesn't deservse better bonuses, i merely stated that if your proposal went ahead, the amarr would have the same stats as gallente but double stamina and over double stamina regen, which may outstrip a minny scout at being the runner at the start of a match
The Amarr scout would have similar stats but over double the Gallente's stamina, but the Gallente would have similar stats and a far more reduced profile signature and increased scan radius. The amarr scout already has nearly 50% more stamina and nearly double the stamina regen, While the gallente is getting a nice profile sig reduction, scanners are also getting buffed by way of the new gal logi bonuses and has a counter, stamina and its regen does not have a counter
So you are saying that because 1 suit has a bonus to scanners that is fine when you consider leaving the Amarr suit with sub par bonuses, because as it stand the Gal Scout will evadae Adv scanners with no points invested into Profile dampening. And frankly speaking when you consider the scouts already have more biotic potential than assaults....... the ability to go unseen on passive and active scans is far more valuable.
"My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity."
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5550
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Posted - 2014.01.20 10:27:00 -
[131] - Quote
Tech De Ra wrote:Aero Yassavi wrote:Tech De Ra wrote:
at no point did i say the amarr scout doesn't deservse better bonuses, i merely stated that if your proposal went ahead, the amarr would have the same stats as gallente but double stamina and over double stamina regen, which may outstrip a minny scout at being the runner at the start of a match
The Amarr scout would have similar stats but over double the Gallente's stamina, but the Gallente would have similar stats and a far more reduced profile signature and increased scan radius. The amarr scout already has nearly 50% more stamina and nearly double the stamina regen, While the gallente is getting a nice profile sig reduction, scanners are also getting buffed by way of the new gal logi bonuses and has a counter, stamina and its regen does not have a counter Get your facts straight. The Amarr scout has 225 stamina compared to the Gallente and Caldari's 200 and Minmatar's 210. If you are saying with bonuses, then again everyone else is already getting far better bonuses the equivalent of a complex mod plus a secondary bonus. And while there may be one suit that will have better active scanners, and you can't really expect all scanners to be on just that one suit, you fail to realize that there is a counter to stamina, it is called speed. All other suits are quite faster than the Amarr scout. Heck, the Minmatar Assault suit is faster than the Amarr scout suit. While stamina is nice, it is countered by other scouts being faster which is arguably the more important of the two.
ARC Commander
CPM Info and Q&A - Status: Open
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Tech De Ra
Electronic Sports League
283
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Posted - 2014.01.20 10:28:00 -
[132] - Quote
True Adamance wrote:Tech De Ra wrote:Aero Yassavi wrote:Tech De Ra wrote:
at no point did i say the amarr scout doesn't deservse better bonuses, i merely stated that if your proposal went ahead, the amarr would have the same stats as gallente but double stamina and over double stamina regen, which may outstrip a minny scout at being the runner at the start of a match
The Amarr scout would have similar stats but over double the Gallente's stamina, but the Gallente would have similar stats and a far more reduced profile signature and increased scan radius. The amarr scout already has nearly 50% more stamina and nearly double the stamina regen, While the gallente is getting a nice profile sig reduction, scanners are also getting buffed by way of the new gal logi bonuses and has a counter, stamina and its regen does not have a counter So you are saying that because 1 suit has a bonus to scanners that is fine when you consider leaving the Amarr suit with sub par bonuses, because as it stand the Gal Scout will evadae Adv scanners with no points invested into Profile dampening. And frankly speaking when you consider the scouts already have more biotic potential than assaults....... the ability to go unseen on passive and active scans is far more valuable.
again, I am not against changing the current bonus to amarr scouts as i stated in a previous post
Tech De Ra for CPM1
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Wurm FOOD
The Southern Legion The Umbra Combine
28
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Posted - 2014.01.20 10:29:00 -
[133] - Quote
I support the Amarr scouts need for a buff but I'll leave the finer points to better people like True and Aero to discuss seeing as you're doing so well.
+1
Member of the Commando 6
All hail the Commando ak.0
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5553
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Posted - 2014.01.20 10:30:00 -
[134] - Quote
Tech De Ra wrote: again, I am not against changing the current bonus to amarr scouts as i stated in a previous post, i am merely against raising the bonus to that of a complex stamina mod
Then how about you put a little more effort into proposing a solution then?
ARC Commander
CPM Info and Q&A - Status: Open
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True Adamance
Kameira Lodge Amarr Empire
5949
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Posted - 2014.01.20 10:31:00 -
[135] - Quote
Tech De Ra wrote:True Adamance wrote:Tech De Ra wrote:Aero Yassavi wrote:Tech De Ra wrote:
at no point did i say the amarr scout doesn't deservse better bonuses, i merely stated that if your proposal went ahead, the amarr would have the same stats as gallente but double stamina and over double stamina regen, which may outstrip a minny scout at being the runner at the start of a match
The Amarr scout would have similar stats but over double the Gallente's stamina, but the Gallente would have similar stats and a far more reduced profile signature and increased scan radius. The amarr scout already has nearly 50% more stamina and nearly double the stamina regen, While the gallente is getting a nice profile sig reduction, scanners are also getting buffed by way of the new gal logi bonuses and has a counter, stamina and its regen does not have a counter So you are saying that because 1 suit has a bonus to scanners that is fine when you consider leaving the Amarr suit with sub par bonuses, because as it stand the Gal Scout will evadae Adv scanners with no points invested into Profile dampening. And frankly speaking when you consider the scouts already have more biotic potential than assaults....... the ability to go unseen on passive and active scans is far more valuable. again, I am not against changing the current bonus to amarr scouts as i stated in a previous post, i am merely against raising the bonus to that of a complex stamina mod
Do you consider it unreasonable to give Amarr scouts a complex Cardiac Regulator as the level 5 bonus? For upwards of 3 million SP and only one specific bonus as compared to the Gal, Cal, and Min bonuses we deserve something worthwhile.
"My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity."
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Tech De Ra
Electronic Sports League
284
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Posted - 2014.01.20 10:39:00 -
[136] - Quote
True Adamance wrote:
Do you consider it unreasonable to give Amarr scouts a complex Cardiac Regulator as the level 5 bonus? For upwards of 3 million SP and only one specific bonus as compared to the Gal, Cal, and Min bonuses we deserve something worthwhile.
I am against the notion of a scout suit with health near that of a base heavy, or commando, being able to run for almost 50 seconds straight, stopping for 5 seconds, then running 50 seconds straight again. The sheer amount of mobility that provides for something that is supposed to be the least mobile race of the 4 races simply makes no sense
I have proposed another bonus in another post which was that of a clip size increase for the scrambler pistol, while people will complain that this is forcing a combat role on the scout, bare in mind that the amarr has a combat lore and it is reflected in its logi, the only logi that has a sidearm.
Aero Yassavi wrote:Tech De Ra wrote: again, I am not against changing the current bonus to amarr scouts as i stated in a previous post, i am merely against raising the bonus to that of a complex stamina mod
Then how about you put a little more effort into proposing a solution then?
Please read my earlier posts and you will find that i am, instead of trying to berate me for trying to explain my reasonings and attempting to stop you putting words in my mouth
Tech De Ra for CPM1
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5554
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Posted - 2014.01.20 10:43:00 -
[137] - Quote
Tech De Ra, my apologies for missing this bit as this thread has been moving quickly
Tech De Ra wrote: Personally I would scrap the stamina bonus and grant a clipsize increase on the scrambler pistols, basically moving the old clipsize bonus from the minny assault, put it on the amarr scout
Here's the problem with this
1) Clipsize increase is already the Scrambler Pistol Operations skill, so this becomes redundant 2) Every other scout gets a primary racial bonus equivalent to a complex mod plus a secondary bonus as well
ARC Commander
CPM Info and Q&A - Status: Open
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Tech De Ra
Electronic Sports League
284
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Posted - 2014.01.20 10:49:00 -
[138] - Quote
Aero Yassavi wrote:Tech De Ra, my apologies for missing this bit as this thread has been moving quickly Tech De Ra wrote: Personally I would scrap the stamina bonus and grant a clipsize increase on the scrambler pistols, basically moving the old clipsize bonus from the minny assault, put it on the amarr scout
Here's the problem with this 1) Clipsize increase is already the Scrambler Pistol Operations skill, so this becomes redundant 2) Every other scout gets a primary racial bonus equivalent to a complex mod plus a secondary bonus as well
I wouldn't say its redundant, giving it more ammo on top of its operation skill would provide a unique, lore freindly, bonus that would define the amarr scout
I understand your reasonings behind the bonuses, the theory is sound. But looking at the numbers (minny gets +37.5% hacking speed and 25% NK damage), caldari gets 25% precision, gal gets 25% damping, amarr gets about 45% more stamina and nearly 100% more regen over other scouts
Numbers wise, its pretty much all in line, The main problem is that some scouts get 2 bonuses to the amarr's one bonus, perhaps giving it another bonus on the side of its stamina bonus would be in order
Tech De Ra for CPM1
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5556
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Posted - 2014.01.20 10:56:00 -
[139] - Quote
Tech De Ra wrote:Aero Yassavi wrote:Tech De Ra, my apologies for missing this bit as this thread has been moving quickly Tech De Ra wrote: Personally I would scrap the stamina bonus and grant a clipsize increase on the scrambler pistols, basically moving the old clipsize bonus from the minny assault, put it on the amarr scout
Here's the problem with this 1) Clipsize increase is already the Scrambler Pistol Operations skill, so this becomes redundant 2) Every other scout gets a primary racial bonus equivalent to a complex mod plus a secondary bonus as well I wouldn't say its redundant, giving it more ammo on top of its operation skill would provide a unique, lore freindly, bonus that would define the amarr scout I understand your reasonings behind the bonuses, the theory is sound. But looking at the numbers (minny gets +37.5% hacking speed and 25% NK damage), caldari gets 25% precision, gal gets 25% damping, amarr gets about 45% more stamina and nearly 100% more regen over other scouts Numbers wise, its pretty much all in line, The main problem is that some scouts get 2 bonuses to the amarr's one bonus, perhaps giving it another bonus on the side of its stamina bonus would be in order Wait, so what is it, clipsize or ammo capacity? The ops skill is already a bonus to clip size, another bonus is indeed absolutely redundant.
Also, please forgive me if this sounds condescending because it is not my intention, but are you perhaps only worried about making the Amarr racial bonus equivalent to the complex cardiac regulator because it would have to be 20% per level and you are used to seeing racial bonuses that are only 5% per level? Quite frankly, there is a reason why the complex cardiac regulator has a bonus of 100% instead of just 25% like nearly every other complex mod. If you compare stamina with any other stat one-on-one, stamina is not as valuable linearly speaking. That is why the complex caridac regulator is 100% increase. So yes, while it may look like 100% increase in stamina isn't roughly the same value as 37.5% hacking speed, 25% precision, or 25% dampening, I assure you it indeed is. If you do not believe this to be the case, then you should probably go campaigning to get the value of the complex cardiac regulator reduced.
ARC Commander
CPM Info and Q&A - Status: Open
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Tech De Ra
Electronic Sports League
284
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Posted - 2014.01.20 11:08:00 -
[140] - Quote
Aero Yassavi wrote:Tech De Ra wrote:Aero Yassavi wrote:Tech De Ra, my apologies for missing this bit as this thread has been moving quickly Tech De Ra wrote: Personally I would scrap the stamina bonus and grant a clipsize increase on the scrambler pistols, basically moving the old clipsize bonus from the minny assault, put it on the amarr scout
Here's the problem with this 1) Clipsize increase is already the Scrambler Pistol Operations skill, so this becomes redundant 2) Every other scout gets a primary racial bonus equivalent to a complex mod plus a secondary bonus as well I wouldn't say its redundant, giving it more ammo on top of its operation skill would provide a unique, lore freindly, bonus that would define the amarr scout I understand your reasonings behind the bonuses, the theory is sound. But looking at the numbers (minny gets +37.5% hacking speed and 25% NK damage), caldari gets 25% precision, gal gets 25% damping, amarr gets about 45% more stamina and nearly 100% more regen over other scouts Numbers wise, its pretty much all in line, The main problem is that some scouts get 2 bonuses to the amarr's one bonus, perhaps giving it another bonus on the side of its stamina bonus would be in order Wait, so what is it, clipsize or ammo capacity? The ops skill is already a bonus to clip size, another bonus is indeed absolutely redundant. Also, please forgive me if this sounds condescending because it is not my intention, but are you perhaps only worried about making the Amarr racial bonus equivalent to the complex cardiac regulator because it would have to be 20% per level and you are used to seeing racial bonuses that are only 5% per level? Quite frankly, there is a reason why the complex cardiac regulator has a bonus of 100% instead of just 25% like nearly every other complex mod. If you compare stamina with any other stat one-on-one, stamina is not as valuable linearly speaking. That is why the complex caridac regulator is 100% increase. So yes, while it may look like 100% increase in stamina isn't roughly the same value as 37.5% hacking speed, 25% precision, or 25% dampening, I assure you it indeed is. If you do not believe this to be the case, then you should probably go campaigning to get the value of the complex cardiac regulator reduced.
It could be either, I'm leaning towards ammo capacity because clip size would be a very imbalanced stat
I still wouldn't say its redundant, the majority of deaths i have is when i run into a group of enemies and fail to kill all of them because i need to reload, going from 11 to 16 shots is a very substantial bonus, considering the fire rate and damage of the pistol this would be far too powerful of a bonus.
it's not that the numbers need to match, its just that the amarr are supposed to have the lowest mobility of all the races, as it stands the regen allows it to run almost indefinately anyway, raising the bonus to that of a complex cardiac regulator would allow the scout to sprint pretty much non-stop. It just doesn't fit with the other amarr suits
Tech De Ra for CPM1
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5563
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Posted - 2014.01.20 11:17:00 -
[141] - Quote
Who said Amarr are supposed to have the least mobility? They are supposed to have the least speed, and they do. And even though it is Amarr, it is still a scout and needs to be treated like a scout. That's why I'd really rather not have the bonus be towards scrambler pistols, that is too combat oriented for what is a suit designed around avoiding scanners, scanning enemies, cloaking, and being mobile.
I'm not dead set that the Amarr bonus needs to be towards stamina, but unless you want to have some overlap with other racial skills than there is not much else it could be. Again, the suit is a scout, so it needs a scout related bonus. This includes a bonus to the following:- Stamina (biotics)
- Speed (biotics)
- Hand-to-hand combat (biotics)
- Scan radius (electronics)
- Scan precision (electronics)
- Profile dampening (electronics)
- Cloaking
The bonuses for the other races all fall into one of these scouting categories, and so should the Amarr's. So what should it be if not the proper complex mod version of a cardiac regulator? And keep in mind, even then with the Amarr scout able to sprint for 45 seconds, it is still the slowest. While yes it could use a low slot to make it faster than the Minmatar, the Minmatar could use a low slot to make itself even faster as well. And even then, the Minmatar scout will always have a faster movement speed, a stat that cannot be increased with any skills or mods.
ARC Commander
CPM Info and Q&A - Status: Open
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Tech De Ra
Electronic Sports League
284
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Posted - 2014.01.20 11:29:00 -
[142] - Quote
Through out both games the amarr have the lowest mobility of the races due to its armor and range of lasers
Amarr ships have the highest mass and therefore generally the highest align time and speeds, but they have amazing ranges and their capacitor systems are generally second to none
Amarr suits have the lowest speed but the stamina to allow them to sprint longer distances as other races, but over a longer period, this is its (current) trade off for having higher base hp
Giving the amarr scout even more stamina via the bonus would allow it to sprint much, MUCH further than other races using the same suit class, at the cost of having slightly lower speed but still a speed comparable with assault suits
Thats my reasoning of them having the lowest mobility, and why the scout wouldnt fit that ideal
Your comments on the pistols bonuses making the scout combat oriented doesn't take into account that the amarr logi, again, is also combat oriented.
Your list does highlight that no one has a cloaking bonus, bringing back the cloak cooldown bonus and having that along side the current bonus would be good
Tech De Ra for CPM1
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5563
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Posted - 2014.01.20 11:36:00 -
[143] - Quote
Tech De Ra wrote: Giving the amarr scout even more stamina via the bonus would allow it to sprint much, MUCH further than other races using the same suit class, at the cost of having slightly lower speed but still a speed comparable with assault suits
Speaking to this specifically, a 20% stamina per level bonus would put the Amarr Scout at 450 stamina, so able to sprint for 45 seconds. If a Gallente scout placed on a complex cardiac regulator, he'd have 400 stamina, and it'd be fair that the Gallente scout needs to add the module because the Amarr scout would need to add a complex profile dampener to match the Gallente's profile signature. For similar reasons, the Caldari scout would also be able to get 400 stamina and the Minmatar scout would get 420 stamina.
So really, all this would do is increase the disparity between the Amarr's natural stamina bonus from 2.5 seconds to 5 seconds, that is an additional 2.5 seconds of sprint. Or in the case of comparing to the Minmatar scout, from 1.5 seconds to 3 seconds, that is an additional 1.5 seconds of sprint.
As you can see, your notion that the Amarr scout would be able to sprint "much, MUCH further" is out of line. In fact, since the other scouts are actually faster they will probably go further than the Amarr scout, but I'd need to break out some basic algebra to check that.
And I wouldn't mind a cloaking bonus returning for the Amarr scout as an alternative.
ARC Commander
CPM Info and Q&A - Status: Open
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Korvin Lomont
United Pwnage Service RISE of LEGION
481
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Posted - 2014.01.20 11:40:00 -
[144] - Quote
Aero Yassavi wrote:Who said Amarr are supposed to have the least mobility? They are supposed to have the least speed, and they do. And even though it is Amarr, it is still a scout and needs to be treated like a scout. That's why I'd really rather not have the bonus be towards scrambler pistols, that is too combat oriented for what is a suit designed around avoiding scanners, scanning enemies, cloaking, and being mobile. I'm not dead set that the Amarr bonus needs to be towards stamina, but unless you want to have some overlap with other racial skills than there is not much else it could be. Again, the suit is a scout, so it needs a scout related bonus. This includes a bonus to the following: - Stamina (biotics)
- Speed (biotics)
- Hand-to-hand combat (biotics)
- Scan radius (electronics)
- Scan precision (electronics)
- Profile dampening (electronics)
- Cloaking
The bonuses for the other races all fall into one of these scouting categories, and so should the Amarr's. So what should it be if not the proper complex mod version of a cardiac regulator? And keep in mind, even then with the Amarr scout able to sprint for 45 seconds, it is still the slowest. While yes it could use a low slot to make it faster than the Minmatar, the Minmatar could use a low slot to make itself even faster as well. And even then, the Minmatar scout will always have a faster movement speed, a stat that cannot be increased with any skills or mods.
Although I agree that the amarr bonus seems slightly underwhelming its not a bad bonus at all. And stamina is just for running its justed for jumping as well. I can't count the times I died in my scout suit just because my stamina runs out in the wrong moment... |
Korvin Lomont
United Pwnage Service RISE of LEGION
481
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Posted - 2014.01.20 11:42:00 -
[145] - Quote
True Adamance wrote:Tech De Ra wrote:Aero Yassavi wrote:Tech De Ra wrote:
at no point did i say the amarr scout doesn't deservse better bonuses, i merely stated that if your proposal went ahead, the amarr would have the same stats as gallente but double stamina and over double stamina regen, which may outstrip a minny scout at being the runner at the start of a match
The Amarr scout would have similar stats but over double the Gallente's stamina, but the Gallente would have similar stats and a far more reduced profile signature and increased scan radius. The amarr scout already has nearly 50% more stamina and nearly double the stamina regen, While the gallente is getting a nice profile sig reduction, scanners are also getting buffed by way of the new gal logi bonuses and has a counter, stamina and its regen does not have a counter So you are saying that because 1 suit has a bonus to scanners that is fine when you consider leaving the Amarr suit with sub par bonuses, because as it stand the Gal Scout will evadae Adv scanners with no points invested into Profile dampening. And frankly speaking when you consider the scouts already have more biotic potential than assaults....... the ability to go unseen on passive and active scans is far more valuable.
To be honest ALL scouts will evade advanced scanners (unless the gallente logi comes to play)... |
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5563
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Posted - 2014.01.20 11:43:00 -
[146] - Quote
Korvin Lomont wrote: Although I agree that the amarr bonus seems slightly underwhelming its not a bad bonus at all. And stamina is just for running its justed for jumping as well. I can't count the times I died in my scout suit just because my stamina runs out in the wrong moment...
I am not saying that a bonus to stamina would be bad, all I'm saying is that in order to make it a bonus on par with the rest you'd need to increase how much per level it is. See the post directly above yours to see what I mean.
Also jumping doesn't take away a set amount of stamina, rather a percentage of your total stamina. So no matter how much stamina you have, the number of times you can jump in succession is the same.
ARC Commander
CPM Info and Q&A - Status: Open
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Bendtner92
Imperfects Negative-Feedback
1504
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Posted - 2014.01.20 11:52:00 -
[147] - Quote
I have no problem with making the Amarr Scout bonus 20% more stamina per level and 5% (or 10%, I don't know?) more stamina regen per level.
That would make the Amarr Scout a long runner (but still slow at that), while Minnie would still be best for the short runs.
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5563
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Posted - 2014.01.20 11:53:00 -
[148] - Quote
Bendtner92 wrote:I have no problem with making the Amarr Scout bonus 20% more stamina per level and 5% (or 10%, I don't know?) more stamina regen per level.
That would make the Amarr Scout a long runner (but still slow at that), while Minnie would still be best for the short runs. The complex cardiac regulator is 100% more stamina and stamina regen
ARC Commander
CPM Info and Q&A - Status: Open
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Korvin Lomont
United Pwnage Service RISE of LEGION
481
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Posted - 2014.01.20 11:53:00 -
[149] - Quote
Aero Yassavi wrote:Korvin Lomont wrote: Although I agree that the amarr bonus seems slightly underwhelming its not a bad bonus at all. And stamina is just for running its justed for jumping as well. I can't count the times I died in my scout suit just because my stamina runs out in the wrong moment...
I am not saying that a bonus to stamina would be bad, all I'm saying is that in order to make it a bonus on par with the rest you'd need to increase how much per level it is. See the post directly above yours to see what I mean. Also jumping doesn't take away a set amount of stamina, rather a percentage of your total stamina. So no matter how much stamina you have, the number of times you can jump in succession is the same.
Yes you are right I forgot that stupid mechanic when it comes to jumping but regardless your stamina recovers a lot faster = more jumps...
But in general I agree the Amarr bonus could get a buff. |
Bendtner92
Imperfects Negative-Feedback
1504
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Posted - 2014.01.20 11:57:00 -
[150] - Quote
Aero Yassavi wrote:Bendtner92 wrote:I have no problem with making the Amarr Scout bonus 20% more stamina per level and 5% (or 10%, I don't know?) more stamina regen per level.
That would make the Amarr Scout a long runner (but still slow at that), while Minnie would still be best for the short runs. The complex cardiac regulator is 100% more stamina and stamina regen It's also 100% more regen? I couldn't remember, so that's why I wasn't sure what the bonus should be.
In that case I think it should be 10% more regen per level.
The bonus wouldn't quite be a free complex module, but it would be fairly close.
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
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