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True Adamance
Kameira Lodge Amarr Empire
5875
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Posted - 2014.01.18 11:14:00 -
[1] - 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
Doesn't matter. If other suits are getting the equivalent of a complex module as their bonus the Amarr deserve the equivalent of one as well. Either that or the other racial groups do not deserve that complex bonus and should have their bonuses brought in line with that of the Amarr scouts.
As far as I am aware the Minmatar get a 25% faster hack, and 25% Nova Knife Damage bonus.
The equivalent of a basic Cardiac Regulator does not come close to being balanced against that.
Or perhaps we should consider the Gallente suit, which to my knowledge gets a slightly better than complex Profile Dampener, and an ADV Armour repper.
Again a basic Cardiac regulator is not equivalent. Even with our higher base stamina and HP values.
"My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity."
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True Adamance
Kameira Lodge Amarr Empire
5885
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Posted - 2014.01.19 00:44:00 -
[2] - Quote
Aero Yassavi wrote:Iron Wolf Saber wrote:I was hoping for something more interesting :(
And if you been paying attention the bonuses only effect the suit itself not its use with modules.
5% Stamina max, regen and 5% reduction in stamina consumption But IWS, so does every other scout. All the other scouts bonuses apply directly to the suit itself and are the equivalent of having a built in complex module plus more, while the Amarr bonus is the equivalent of having less than the value of basic cardiac regulator built in.
Frankly speaking, and I know how poor this argument in New Eden is....
Its not potent enough as compared to the other dropsuits bonuses.
"My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity."
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True Adamance
Kameira Lodge Amarr Empire
5885
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Posted - 2014.01.19 01:18:00 -
[3] - Quote
Aero Yassavi wrote:Galvan Nized wrote:Summ Dude wrote: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. Headshot bonus isn't bad, just what would it be? ScPs already have 4.5 bonus. The way the math works out even if it is 2x bonus you are now getting 9x bonus for a headshot...everything is a factor nothing is added. Maybe just 50% (1.5x)? That's still 6.75x for a headshot. Also you don't HAVE to land headshots to dominate with the ScP. The TT-3 and up Rof and high damage can easily kill mercs, if you have enough ammo and are not dealing with an armor tanker. Headshots are just a great bonus. If it was a scrambler pistol headshot bonus, it'd probably be 5% per level, so 1.25 which makes headshots do 5.625 rather than the normal 4.5. That'd be an acceptable bonus. Making it a straight up damage bonus to all scrambler pistol shots would be OP, and this way it would encourage more marksmanship out of scout who'd probably need to be better about conserving ammo anyways.
While fair..... I find the bonus redundant. We already have a 450% bonus to head shot damage, for a rather specific act as a natural part of the weapon.
I don't really think more damage is required from the Scarmbler Pistol Headshot bonus.
"My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity."
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True Adamance
Kameira Lodge Amarr Empire
5908
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Posted - 2014.01.19 20:51:00 -
[4] - Quote
Ghost Kaisar wrote:Summ Dude wrote: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. Minmatar Scout here. I approve of this. In my head, the Amarr is supposed to be tough and inevitable. I will sprint at almost 10.38m/s, but I have very little stamina. The Amarr scout will have MUCH more eHP and will always be hunting me. Eventually, I will have to turn and fight. I better have an ambush ready, cause there is no way my 350 eHP suit will be able to take you on in a head on fight.
I love that summary.
Amarrian suits should be as you say "inevitable".
"My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity."
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