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pseudosnipre
558
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Posted - 2014.01.17 22:15:00 -
[1] - Quote
mollerz wrote:It kind of seems to me that the amarr scout is designed to kill minjas. They are way tougher, and their inhuman stamina ultimately defeats our speed.
You guys are like the storm troopers of dust. You come in and run your prey down until they are out of breath and then when they are corned and have to fight, you still have more in the tank, are way tougher, and now have the upper hand in every way. Now if there is a group of you, it's a force multiplier. You can literally run anything down.
Sounds kind of evil to me! This. You can catch fleeing slaves.
For all the complaining you RPers have provided, I was expecting bonuses to be:
+5% pious attitude/lvl -5% skirt length/lvl +5% more irritating on the forums/lvl
On the bright side, stamina means you can chain multiple jumps together and quickly platform your way to better vantage points to drop uplink and unique angles of attack...and free from nova knife attack.
Also, please keep in mind that the cloak and your stamina may have a synergy nobody could have predicted. And with armor stacking you will still be able to cover a LOT of ground quickly WITH a lot of tank and potentially while cloaked.
Also, if used as-is in 1.8 and it turns out to be UP...I'm sure the Amarr community will cry out about this unfair oppression!
In all seriousness though, I like the bonus but would rather see base stamina/regen higher.
Today is the sort of day where the sun only comes up to humiliate you.
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pseudosnipre
558
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Posted - 2014.01.17 22:33:00 -
[2] - Quote
Joel II X wrote:The 3hp/s is useless if you still die from 3 hits. This is going to be mostly for tanked scouts.
The 30 hp is meh, but the extra stamina helps. I only have 1 skill in regulators, and those basic mods feel incredible.
If you have level 5 scout for Amarr, you'll be able to sprint for about 2 or 3 more seconds than a Gallentean, which could makea difference. Slap on some kincats - maybe 1 more regulator - and you're good to go.
Ironically, the Amarr are going to be speed tankers. No, 3 hp/s is good for evasive scouts that get into their armor while escaping. It's not very useful for frequent skirmish or 1v1, but will let me get back to full hp after being grazed by a random sniper round.
Also, expect a lot of new players to be drawn to the suit due to the higher ehp. Experienced Amarr scouts will tank armor and decloak in optimum laser/SR range and be the best flanker/light assault for squad support (and thus have access to a logi repper). Both these optimum ranges make scan bonuses useless.
With level 5 passive armor and shields the amarr scout has 313 ehp, 4 slots for armor tanking (high slot), and stamina (high slot) to sprint everywhere...all while being hard to detect.
Today is the sort of day where the sun only comes up to humiliate you.
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pseudosnipre
558
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Posted - 2014.01.17 22:37:00 -
[3] - Quote
ResistanceGTA wrote:Just keep voicing your opinions, you guys can probably get the bonus changed.
Look at the initial bonuses the scouts had, now look at them. Hell, look at the Minny, it gained the hack bonus everyone asked for. Everyone, get together and come up with the one thing you really want and get all the support you can.
And, no offense, but find someone else to type it up. I'm not trying to troll above, just leading your responses somewhere realistic.
Today is the sort of day where the sun only comes up to humiliate you.
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pseudosnipre
570
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Posted - 2014.01.20 19:50:00 -
[4] - Quote
KING CHECKMATE wrote:Cof cof..im back.. Do you come bearing constructive criticism?
Stamina doesn't seem to be your thing. Without referring to other racial suits, can you suggest some bonuses that you would like to see included?
Here are some of mine: +10 armor hp/lvl +2% dmg to SCR (charge-shot only)/lvl +1 carried (not deployed) uplink/lvl +5% fitting bonus to uplinks/lvl
I've tried to think of things that would make my suit more effective in the above ideas: slightly more tank for retreats, higher alpha options, not running out of uplinks when I actually survive long enough to get into an ideal spot, and ease of fitting proto gear.
By not thinking in terms of modules but instead in terms of non-module based perks, I'm sure you can think of something better than those I've suggested.
o7
Today is the sort of day where the sun only comes up to humiliate you.
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pseudosnipre
573
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Posted - 2014.01.21 00:20:00 -
[5] - Quote
Roy Ventus wrote: So they should just raise it to 25% Stamina? Would rather see stamina recovery instantly at level 5 making perma-sprint and bunny hopping feasible AND it would take a lot of complex stamina mods to duplicate on other suits.
Today is the sort of day where the sun only comes up to humiliate you.
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