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Summ Dude
OSG Planetary Operations Covert Intervention
105
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Posted - 2014.01.18 22:56:00 -
[1] - Quote
Out of all of these suggestions, my favorite so far is definitely increasing the scrambler pistol headshot bonus damage, while keeping the current stamina bonuses of course. It seems like it would stack up/match the Minnie Scout's NK bonus very well. As both will increase the already rather high alpha damage of weapons that are virtually all alpha damage, but both are very nichey and require skill to use (need to get in close to use NK, need to land a headshot with the scrambler pistol). And this would seem to follow the same logic as the Caldari and Gallente Scouts' bonuses matching up against each other.
Not just a laymen, but the laymen.
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Summ Dude
OSG Planetary Operations Covert Intervention
108
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Posted - 2014.01.19 03:07:00 -
[2] - Quote
What if in addition to giving them a bonus to ScP headshot damage, the standard Scp headshot damage was nerfed a bit; maybe back to like 400%. Or would this draw too much ire?
Not just a laymen, but the laymen.
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Summ Dude
OSG Planetary Operations Covert Intervention
109
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Posted - 2014.01.19 03:35:00 -
[3] - Quote
John Demonsbane wrote: 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.
Yea I've always thought of the Amarr combat philosophy as "stay in lines and keep moving forward slowly but surely", so a light assault doesn't seem too far off. Also, wasn't there supposed to maybe be a LR hotfix before 1.8?
Not just a laymen, but the laymen.
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Summ Dude
OSG Planetary Operations Covert Intervention
110
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Posted - 2014.01.19 03:51:00 -
[4] - Quote
Reav Hannari wrote:
The scouts become the flanking escort (aka outriders) for the for the assaults and heavies picking off those that attempt to flee using their range optimization subsystems? When they encounter resistance then the main force moves into deal with it.
"I'm not running you down, slave. I'll just burn you from here."
Escort role. Interesting idea.
Now that's something I can definitely get behind.
Edit: So now what kind of bonus would help cement the role of picking of the stragglers?
Not just a laymen, but the laymen.
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Summ Dude
OSG Planetary Operations Covert Intervention
111
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Posted - 2014.01.19 04:04:00 -
[5] - Quote
Reav Hannari wrote:Summ Dude wrote:Reav Hannari wrote:
The scouts become the flanking escort (aka outriders) for the for the assaults and heavies picking off those that attempt to flee using their range optimization subsystems? When they encounter resistance then the main force moves into deal with it.
"I'm not running you down, slave. I'll just burn you from here."
Escort role. Interesting idea.
Now that's something I can definitely get behind. Edit: So now what kind of bonus would help cement the role of picking of the stragglers? Increase range so they don't have to run them down? I'm not sure that is in the current game code and we don't want it delayed. I also like the suggestions from earlier for either increasing the efficacy of the ferroscale plates or removing the speed penalty of normal plates. The Amarr are all about armor buffer. The benefit of their scout is retaining movement speed without losing that ability. Since the scout should be well ahead or to the flank of logistics you don't want them to have to return for repairs or waiting in cover for slow armor repair to do its thing.
So keep the current stamina bonuses, and then a reduction to armor plate movement penalty, enough so that at level 5 they experience none even from complex? This could really make them the ultimate distance runners, while still keeping that Amarr armor resiliency. And it definitely works with them being on the outside flanks of lines, chasing down any would-be runners. This might just be my new favorite.
Not just a laymen, but the laymen.
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Summ Dude
OSG Planetary Operations Covert Intervention
111
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Posted - 2014.01.19 04:29:00 -
[6] - Quote
Reav Hannari wrote:Gavr1lo Pr1nc1p wrote:I also think there should be some penalty, like 2% at proto level. But thats just because they provide so much health with no real consequences Fitting should naturally limit that but maybe limit the bonus to Ferroscale and Reactive. Instead, it could be a fitting bonus so penalties are still present but they are easier to squeeze on to the scout frame, especially with the high fitting requirements of the Ferroscale and Reactive.
I don't know, maybe it's just me, but I feel like two bonuses to fitting is kinda meh. But I could understand still having some armor plate speed penalty at level 5, if only on the complex plates.
Not just a laymen, but the laymen.
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Summ Dude
OSG Planetary Operations Covert Intervention
130
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Posted - 2014.01.19 19:42:00 -
[7] - Quote
Reav Hannari wrote:Vell0cet wrote: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 assassin role is my personal favorite and one I think matches the Amarr the best. It currently takes about two pistol head shots to do a comparable amount of damage to a single fully charge nova knife attack. The issue I now have with increasing that damage is that the pistol has some really nice range to it with makes it significantly more powerful than the nova knives. The reason I support giving the Amarr a defensive bonus and allowing them to wear armor without drawbacks is to allow them to make one covert attack and then be able to survive long enough to lengthen that attack and cause further disruption or to retreat. If we are to go the gentleman assassin route with a scrambler pistol as their weapon of choice you want them to operate independently behind enemy lines for as long as possible. 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. Write up some lore about them being the immortal clone version of some slave hunter government organization. They are the relentless hunters that appear from the shadows and shoot you in the head with their holy handguns. Sort of like the Black Eagles but backed by the church.
@Vell0cet- Yes, the headshot bonus damage on ScP would be less of an overall bonus than the Minmatar Scout's NK bonus, but as Reav sort of stated, they have some actual range, as well as a much faster fire rate, so I think that would actually balance out pretty well. Not to mention, I just find an assassination bonus like that to be pretty cool.
@Reav- Are you sure a bonus to ScP clip size wouldn't be a little more fitting and enticing? So they get that increased self-sustainability key to the Scout, but also that increased upfront combat usefulness for being Amarr. Also, I'd really rather the Gallente keep the passive armor repair. It fits with Eve (finally!), and I like dropsuits having little bits of unique character like that.
Not just a laymen, but the laymen.
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Summ Dude
OSG Planetary Operations Covert Intervention
145
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Posted - 2014.01.20 22:51:00 -
[8] - Quote
I think my favorite is still a bonus to ScP headshot damage. I think it would be the best match-up against the Minmatar Scout bonus; it's for a specific sidearm, adds in an assassination element, but works at a moderate range as opposed to being up close. And I know some people worry it'll be abused with cloaks (i.e. turn invisible, walk up behind someone, easy headshot), but is that really any different from what the Minmatar will do with their knives? And isn't that kinda the point of a Scout anyway?
Not just a laymen, but the laymen.
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Summ Dude
OSG Planetary Operations Covert Intervention
146
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Posted - 2014.01.21 06:02:00 -
[9] - Quote
KING CHECKMATE wrote:Magnus Amadeuss wrote:Iron Wolf Saber wrote:Gavr1lo Pr1nc1p wrote:Iron Wolf Saber wrote:Fitting score of preinstalled modules is as is
AK. 28 GK 24.5 MK 26.25 CK 26.5 What? Have to include all modules and this is just comparing it against scouts and not the whole spectrum. So apparently IWS is on crack. The amarr have a 12.5% bonus to stamina, 33% bonus to stamina regene, and 30 hp over standard. As payment for this, the amarr sacrifice 4% movement speed (a stat that cannot be made up... in any way, this also effects the ability to strafe and jump) and 4% sprint speed. The gallente have base HP, base sprint, base movement, base eHP, base stamina, base stamina regen, and an extra 3 armor HP/sec. The gallente sacrifice NOTHING for free advanced armor repper. The caldari have base HP, base sprint, base movement, base eHP, base stamina, base stamina regen, and an extra 3 armor HP/sec. The minmatar has a 4 % bonus to stamina, a 12.5% bonus to stamina regen, 4% faster movement and 4% faster sprint, as payment for this... 30 ehp. The minmatar get 5 free slots through bonus Gallente get 3 Caldari get 3 Amarr gets 1 Minmatar get the most CPU, least PG (on suits that are CPU limited) Amarr get the second least CPU, and the second most PG (on suits that are PG limited) Tell me how you got those ridiculous and frankly insulting numbers IWS. Actually, LESS than one. Since a MLT CArdiac regulator surpasses amarr bonus.Again, i want this CCP: AMARR SCOUT GÖª 5% to max stamina & Stamina regen + 5% Reduction to heat buildup on laser weaponry per level.
But that works sooooo much better on the Amarr Assault. Really I hope all the assault suits get bonuses to their race's weaponry, much like Kagehosi's idea.
Not just a laymen, but the laymen.
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Summ Dude
Direct Action Resources
290
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Posted - 2014.03.12 23:44:00 -
[10] - Quote
Really kinda disappointing they left the bonus as is for 1.8, huh?
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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