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Nocturnal Soul
Immortal Retribution
1622
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Posted - 2014.01.18 03:19:00 -
[1] - Quote
Here I'm going to make a list of all the possibilities of a new bonus.
Primary: Increased ammo clip size. 5% to kin cat effectiveness. 2% to Scp rate of fire.
Secondary: 5% to stamina regain rate and max.
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
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Nocturnal Soul
Immortal Retribution
1622
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Posted - 2014.01.18 03:24:00 -
[2] - Quote
Bojo The Mighty wrote:1 is like meh 2 goes against nature 3 would honestly be ungodly OP
Just leave the current skill y'all be sprintin' for days But its so lame it at least needs to be between an Adv and Com mod to even be worth something. But I'll still use it though because what ever happens to it I'll still love my baby.
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
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Nocturnal Soul
Immortal Retribution
1622
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Posted - 2014.01.18 03:35:00 -
[3] - Quote
Bojo The Mighty wrote:Nocturnal Soul wrote:Bojo The Mighty wrote:1 is like meh 2 goes against nature 3 would honestly be ungodly OP
Just leave the current skill y'all be sprintin' for days But its so lame it at least needs to be between an Adv and Com mod to even be worth something. But I'll still use it though because what ever happens to it I'll still love my baby. Like I told KING CHECKMATE Consider the costs of the basic cardiac regulator. 5 PG. I mean the range amps cost 25 CPU at proto. But 5 PG is a ton for a basic module that also gives 2 bonuses in one module. Cardiac Regulators are Hoggish modules and if you make the skill bonus surpass ADV you are basically getting like what 10+ PG for free? Then what other bonus do you suggest because right now running 1 sec longer while being slower than a min assault ain't pretty right now.
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
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Nocturnal Soul
Immortal Retribution
1639
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Posted - 2014.01.19 00:45:00 -
[4] - Quote
^ this... this is the solution.
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
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Nocturnal Soul
Immortal Retribution
1640
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Posted - 2014.01.19 03:32:00 -
[5] - Quote
I plan on using it mainly as a light assault. For that is how all Amarr suits are like.
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
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Nocturnal Soul
Immortal Retribution
1640
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Posted - 2014.01.19 05:03:00 -
[6] - Quote
Reav Hannari wrote:I'm trying to think of bonuses that can be added as an attribute in the database and doesn't require changing game code. It seems to expedite things dramatically. I'd have to dig through the SDE but I think a fitting bonus to all armor plates may be the easiest thing to do. Then increase the stamina bonus to something not sucky and you'll have the best defensive scout with the ability to run places, eventually. I like you, you understand the Amarr.
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
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Nocturnal Soul
Immortal Retribution
1640
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Posted - 2014.01.19 05:27:00 -
[7] - Quote
Bojo The Mighty wrote:What if the suit was just given a 1.2 Ferroscale multiplier Care to elaborate on that
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
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Nocturnal Soul
Immortal Retribution
1640
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Posted - 2014.01.19 05:31:00 -
[8] - Quote
Bojo The Mighty wrote:Nocturnal Soul wrote:Bojo The Mighty wrote:What if the suit was just given a 1.2 Ferroscale multiplier Care to elaborate on that Um well it multiplies the HP given by Ferroscale plates by 1.2 and it's built in to the suit rather than a skill I like it but if its not a skill/bonus then what's the point of it?
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
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Nocturnal Soul
Immortal Retribution
1640
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Posted - 2014.01.19 05:48:00 -
[9] - Quote
Bojo The Mighty wrote:Nocturnal Soul wrote:Bojo The Mighty wrote: Um well it multiplies the HP given by Ferroscale plates by 1.2 and it's built in to the suit rather than a skill
I like it but if its not a skill/bonus then what's the point of it? All scouts have a 1.1 hack multiplier - the point being letting all scouts hack faster regardless of level The point would be to give a 20% bonus to Ferroscale plates regardless of level As much as I likethe idea its just this thread was made for ideas to give the Amarr scout a better bonus.
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
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Nocturnal Soul
Immortal Retribution
1648
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Posted - 2014.01.19 17:28:00 -
[10] - Quote
Vell0cet wrote:Nocturnal Soul wrote:Reav Hannari wrote:I'm trying to think of bonuses that can be added as an attribute in the database and doesn't require changing game code. It seems to expedite things dramatically. I'd have to dig through the SDE but I think a fitting bonus to all armor plates may be the easiest thing to do. Then increase the stamina bonus to something not sucky and you'll have the best defensive scout with the ability to run places, eventually. I like you, you understand the Amarr. You guys may understand the Amarr, but you seem to have no clue about what a scout is supposed to do. This is how CCP Remnant described the role: CCP Remnant wrote:...To me, the Scout role has always been about creating a disruptive force on the battlefield. HeGÇÖs the guy that can cover enough ground quickly enough to get drop uplinks into the right places (that is, if everyone didnGÇÖt carry one, but more on that later), hack objectives back, disperse squad members (nothing makes people scatter faster than a KC-amped shotgunner) and generally make a nuisance of himself.
The Scout role will get very high PG/CPU bonuses to fitting cloak equipment, making it just about the only role that can feasibly fit a cloak field without having to sacrifice the rest of its fit. Individual race skill bonuses will create opportunities for cloaked scouts to scan further and longer than other dropsuits, to have less GÇ£shimmerGÇ¥ as they move, and have lower innate scan profiles so that they can be visually and electronically invisible. These should help create more useful assassins, intel gatherers, and saboteurs. I didn't see anything in there about tanking lots of damage. What you fail to see is that every amarr suit in the game has something to make it lean towards a more combative role on the field.
The logi gets a side-arm The assaults heat reduction bonus The heavy's two high slot that will most certainly be used for damage mods
It shouldn't just stop there with the scout.
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
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Nocturnal Soul
Immortal Retribution
1648
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Posted - 2014.01.19 17:47:00 -
[11] - Quote
Reav Hannari wrote:We don't have to address the pure scout part of the Amarr suit. The attributes and ability to efficiently carry a cloak give them their disruptive ability. What we are trying to help CCP decide on is that little bit extra to give them their personality.
Is pure stamina enough? Boring but useful if the values are increased. Assassination using their native weapon? Already very powerful but a possibility. Ability to stand toe to toe with a heavier frame once the cloak drops? Could be very useful. Drop uplinks to bring in friends? Sure, sounds good.
What extra bonus makes them disruptive in Amarr style? Thank you I'd gladly take anyone of these bonuses except the uplink one I just find it better on a logi suit. Most people would say "but how would you get behind enemy lines and drop them". Thats the wrong way to think about it, its more of a defensive type of play style making sure you have a back bone to get you back into the game quickly.
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
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Nocturnal Soul
Immortal Retribution
1648
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Posted - 2014.01.19 18:05:00 -
[12] - Quote
Vell0cet wrote:Nocturnal Soul wrote:What you fail to see is that every amarr suit in the game has something to make it lean towards a more combative role on the field.
The logi gets a side-arm The assaults heat reduction bonus The heavy's two high slot that will most certainly be used for damage mods
It shouldn't just stop there with the scout. I have no problem with the Amarr suit being combative, but I don't see how plate bonuses fit with the scout role. Surely a bonus to ScP clip size would qualify as combative without being a "stand-and-deliver" bonus like plates are. I originally proposed a bonus to vehicle damage on remote explosives and proxi mines to fill the saboteur role specifically mentioned by CCP Remnant, but not explicitly filled by any of the other proposed suit bonuses. The Amarr would have a slight HP advantage that might make going up against a vehicle less suicidal. And I don't think people would complain if we had more viable A/V options out there. Not many people seemed to like it though, and that's cool. Going the Assasin route seems to be the next best role to me. Assasins don't need tank, they need stealth and damage. Either a cloaking bonus on the most "technologically advanced" race or a bonus to the scrambler pistol would be the logical choices. Headshot bonuses seem cool, but I suspect if you add up the amount of damage this adds at the end of a round, it will be a small fraction of what the total damage increase is from the nova knife damage bonus the Minmatar get. You'd have to get dozens of ScP headshots per match for that bonus to be very useful. The clip size increase bonus makes going for the headshot a more viable tactic, since misses aren't quite so punishing with the existing small clips. The bonus to plate speed reduction was only a suggestion I'd be damned if it actually got it because then it'll be followed by a hard nerf.
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
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Nocturnal Soul
Immortal Retribution
1650
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Posted - 2014.01.19 19:12:00 -
[13] - Quote
Vell0cet wrote:Reav Hannari wrote:Carrying as much ammo as possible without dropping supply hives that reveal your position is a good idea. There will be enough slots for armor repair but some innate armor repair would not be overpowered.
Give them +20% stamina regeneration and +10 scrambler pistol rounds of maximum ammo per level. They can then have the equivalent of a complex green bottle, which I think most agree is fair, and 50 extra shots per pistol that is carried for long term operations. Add in 1 HP/s of armor repair to give them the only self-repairing Amarr suit on the field. They'll have two slots for equipment so they can still bring uplinks along with their cloak or whatever else suits their fancy. I honestly don't expect to live long enough as a scout for the ammo capacity bonus to be a factor. In most cases, there should be a supply depot or friendly nano hive that is close enough to grab. I also expect to see lots of dual ScP fits, so you've probably got plenty of ammo, especially since, as an assassin, you're much more surgical about how you fire your rounds. Why don't you like the ScP clip-size bonus? Also 3 bonuses + the cloak fitting bonus seems a bit much, no? I'm personally swinging towards the original cloak ability and the current stamina bonus.
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
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Nocturnal Soul
Immortal Retribution
1657
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Posted - 2014.01.19 21:30:00 -
[14] - Quote
Gavr1lo Pr1nc1p wrote:Reav Hannari wrote:We don't have to address the pure scout part of the Amarr suit. The attributes and ability to efficiently carry a cloak give them their disruptive ability. What we are trying to help CCP decide on is that little bit extra to give them their personality.
Is pure stamina enough? Boring but useful if the values are increased. Assassination using their native weapon? Already very powerful but a possibility. Ability to stand toe to toe with a heavier frame once the cloak drops? Could be very useful. Drop uplinks to bring in friends? Sure, sounds good.
What extra bonus makes them disruptive in Amarr style? Drop uplink cloaking. There. Boom. Problem solved The logi is more suited for the uplink bonus
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
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Nocturnal Soul
Immortal Retribution
1658
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Posted - 2014.01.20 00:25:00 -
[15] - Quote
I have to agree with Vell anything getting a bonus to uplinks it just redundant. Since the logi already has a bonus to it that decreases the count to proto lvl for advance and just a second for proto.
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
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Nocturnal Soul
Immortal Retribution
1680
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Posted - 2014.01.20 18:34:00 -
[16] - Quote
A bonus to cloak recharge rate or something like that
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
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Nocturnal Soul
Immortal Retribution
1680
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Posted - 2014.01.20 18:37:00 -
[17] - Quote
Zeylon Rho wrote:A droplink bonus to their function minimalizes the logi bonus (assuming that IS still the logi bonus, which we don't know).
However, a fitting bonus to links specifically could be useful, since droplinks can be a little hard to fit compared to other equipment - and the droplinks wouldn't have the "improved" stat bit like the Logi. It seems like with the improved fitting stats and slots on the scouts, something like that wouldn't really be necessary though.
I think a better-than-current stamina bonus and ScP clip-size is my favorite of the currently suggested bonuses as far as being reasonable. Swapping the clip-size with sprint speed, range bonuses, etc. is a bit more questionable balance-wise. I hate it when people say give the amarr scout a bonus to uplinks its just redundant
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
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Nocturnal Soul
Immortal Retribution
1680
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Posted - 2014.01.20 18:40:00 -
[18] - Quote
A bonus to cloak cool down A bonus that's equal to that of a standard card reg Idk
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
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Nocturnal Soul
Immortal Retribution
1680
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Posted - 2014.01.20 18:41:00 -
[19] - Quote
^ That's all I'm asking for ^
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
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Nocturnal Soul
Immortal Retribution
1685
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Posted - 2014.01.20 23:36:00 -
[20] - Quote
Marc Rime wrote:I wouldn't want the cloak bonus - the reason is that I don't want any of the scouts to be viable only if a specific piece of equipment is used (then again I doubt I'll train Amarr scouts any time soon, so why listen to me ;)).
The other suggestions aren't too bad. I particularly like the speed penalty reduction on armour plates. Would allow for fitting it for more HP without totally ruining its speed, while still leaving it the slowest moving scout. Goes well with how Amarr are supposed to play. Might be hard to balance though, the bonus would have to be low enough to make you move slowly if you brick tank it, but high enough to still do something if you don't. Yup that sure is a good reason to not listen to you
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
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