Llast 326
An Arkhos
1465
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Posted - 2014.01.19 18:26:00 -
[1] - Quote
The Amarr Scout is missing a scouty feel in bonuses, that the other scout suits have. Scanning, dampening, and hacking are fairly obvious in their benefits to scouting, a stamina boost is also extremely useful to scouts, for running, and jumping, (melee not so much) but it does not give an obvious boost. When one looks at the overall build of the Amarr Scout it has a lot of potential as an engagement scout, able to work very well in combat with a small unit. Appropriate for the Amarr, I would say. This leads to a few directions that we could apply bonuses to, and these would influence the way one uses the Amarr scout.
A bonus to fitting Lazer Weapons (LR,SCR,SCP) These are high fitting cost weapons, and while the fitting of scouts looks to be considerably more reasonable with the projected changes it would leave more room to fit higher tier modules that can also be costly. This would also complement the engagement role, however it does not bring a more 'scoutly feel' to the suit.
Bonus to fitting uplinks. This bonus is covered by the Amarr Logi, though it is often a role taken by many scouts. I can say from experience it is a great way to control the flow of battle, break being redlined, direct blueberries towards a goalGǪ But it is really not the most exciting mode of operation. However with the ability to engage in battle on the flank with a sense of durability that other scouts don't really achieve, I could see Amarr scout using this to establish a battle line, a bring your own backup method of dictating battle flow. The Amarr scout is the least squishy of the light frames, and should handle sticking around to hit from a flank or rear rather well.
The original "leaked" bonus Amarr Scout Bonus: 5% reduction to cloak field cooldown per level. This bonus would definitely fall into the category of scoutly given that is stealth oriented, giving a scout feel to the Amarr. Though a few questions pop up with it. Originally it was the only bonus the Amarr Scout was going to be given, so adding it to another bonus may be overpowered, would a reduced % be in order to bring it inline? We don't actually have a solid idea of how the cloak will function so it's hard to really gauge what this will be like. Another aspect of this is I really think that scouts should be viable with or without the cloak. Does this bonus make the Amarr scout dependant on the cloak, or does it complement the existing attributes making it another tool in the box?
These are a few thoughts, similar (and even the same) options have been presented already, but these are what I see as good options. For what it is worth I only run scouts and have since open beta, my concern is that all scout suits are viable, and balanced, not just with each other but in the context of the whole game.
Also: Battle Skirt is necessary for the Amarr scout
KRRROOOOOOM
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