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![John Demonsbane John Demonsbane](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1614
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Posted - 2014.01.18 03:39:00 -
[1] - Quote
I'm gonna vote for some type of uplink bonus in every one of these threads eventually. Think I've missed one somewhere....
"The line between disorder and order lies in logistics" -Sun Tzu
Amarr victor!
Forum Warrior lv.1
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![John Demonsbane John Demonsbane](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1619
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Posted - 2014.01.18 18:05:00 -
[2] - Quote
I'm coming around to the idea of armor-based bonuses. I like the idea of reducing the speed penalty from regular plates. That or add a sprint speed bonus so you get a "free" kin cat AND cardiac reg.
"The line between disorder and order lies in logistics" -Sun Tzu
Amarr victor!
Forum Warrior lv.1
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![John Demonsbane John Demonsbane](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1619
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Posted - 2014.01.18 19:25:00 -
[3] - Quote
Reav Hannari wrote:Zeylon Rho wrote:I think any bonus to tanking (ferroscale, etc.) would be misguided. Scouts aren't supposed to be tanking roles, and you're starting in the hole somewhat as it stands since the closest assault (Minmatar) is slightly faster than you, has more slots, and more hp.
The stamina bonus, while meager, at least works on a similar theory of utility/mobility. Something related to putting people down while not necessarily tanking (scrambler or weapon bonuses), sprint/kincat, etc. bonuses make more sense than just trying to make the Amarr Scout into a crappier assault suit. They haven't published the new, proposed assault stats yet. I wouldn't be surprised if they changed the speeds on them.
You both make excellent points. We don't know what the assaults will be so perhaps the Amarr scout will be faster than the Minnie assault. That's also somewhat of an apples to oranges comparison anyway.
The point about making it tanks detracting from its role also make sense, but if you say, make the bonus to ferroscale plates instead you keep the racial focus intact at the same time you keep the speed aspect.
Finally, whoever asked why the scouts can't have bonuses for cloaks, the fear is that they make become OP. Thing is though, they still get a "bonus" to cloaks, since, as Remnant said, the fitting costs are apparently going to be absurd on any suit that's not a scout, so the bonus is basically that they can run cloaks to begin with.
"The line between disorder and order lies in logistics" -Sun Tzu
Amarr victor!
Forum Warrior lv.1
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![John Demonsbane John Demonsbane](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1619
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.01.18 19:35:00 -
[4] - Quote
Mordecai Sanguine wrote:Fizzer94 wrote:Scheneighnay McBob wrote:You have to realize that every race actually has their specific playstyle- that's alot of the fun of making racial themed alts/squads.
Amarr are really the slow-and-steady race which, when used correctly, makes a rock-solid frontline that may have trouble advancing. With that, amarr scouts would focus on placing uplinks to help the frontliners move more efficiently.
They should probably have some bonus to using uplinks. Okay, why don't we just remove Amarr Logis from the game then while we're at it... Its not enough that we get a crappy racial bonus in 1.8, but now we should have to compete with the scouts for it? The Uplinks bonus should be for scouts not Logi. What Amarr bonus should be : 20% Max stmaina per level. 10% regain rate per level. And the drop uplinks bonus. Amarr Logi has always supposed to be a "Combat Engineer" the "Support fire" the "frontline Logi"providing support with his equipements AND with some support fire from himself. Just set uplinks IS NOT a role for Logi but for scout.
I could get behind that but then what bonus do you give the Amarr logi? I plan on using both suits and am big on uplinks like an Amarr should, so shifting the bonus makes sense, but we then need to give the logi a new bonus. Do you propose a more offensive-minded bonus? If so, it would have to be carefully chosen to avoid any further complaints about killer bees. Maybe something about clip size so our nanohives can be reserved for others? Or perhaps a better idea would be a defensive bonus to plates of some kind. (Or the inherent armor rep might be nice....,)
"The line between disorder and order lies in logistics" -Sun Tzu
Amarr victor!
Forum Warrior lv.1
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![John Demonsbane John Demonsbane](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1620
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.01.19 03:27:00 -
[5] - Quote
Reav Hannari wrote:There are some interesting ideas here but I think the core concept that must be decided is what is the role for this suit. We know that Gal and Cal are going head to head in stealth warfare. Should the Amarr compete against the Minmatar guerrillas or will they do their own thing? What roles are open to scouts of any race?
Recon? Seems like the Gal and Cal roles.
Pathfinder? Seems like a good idea but overlaps with Amarr logistics. Maybe that suit is in the wrong role and the uplink focus should switch to this one. This has been mentioned a few times and I do agree. What would the focus of the logistics be if the scout took over uplinks?
Assassin? The role of the Minmatar but head to head stealth slayers does appeal to me as I've already suggested. I just don't know how to provide an appropriate bonus.
Guerrilla fighter? Not their style.
Sniper? The Amarr don't have a native sniper weapon yet. Maybe provide something generic for long range engagements.
Game design is hard.
Very true. Instead of just spitballing random bonuses that sound good, perhaps a defined role would help focus the discussion. So is this suit:
A light assault suit? A flanker/infiltrator suit? Something else?
Personally I plan to use it as a flanker/infiltrator suit, a better version of the fossil BPO (which is the old type 2) I currently use. With that bias in mind, I like the idea of a bonus to uplinks of some kind, or improving the speed bonus somehow, like instead of a basic cardiac reg you get a complex or better at proto, or maybe an enhanced cardiac and an enhanced kin cat, perhaps.
On the other hand, if you picture it as a light assault, which might not be totally out of line with Dust Amarr battle philosophy if you think about it, then perhaps a bonus to the ScP or, using your example of a "long range weapon" bonus, perhaps this should be a suit designed for the "new and improved" LR. Give it some type of bonus to LR heat buildup or even range.
"The line between disorder and order lies in logistics" -Sun Tzu
Amarr victor!
Forum Warrior lv.1
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