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Vell0cet
SVER True Blood Public Disorder.
800
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Posted - 2014.01.18 03:49:00 -
[1] - Quote
Make them sabotage specialists: 5%/level to stamina and 10%/level to vehicles damage on remote explosives/proxi mines.
Edit: uplinks should be a Logi bonus. It's stupid to have 2 types of suits with the same bonus.
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Vell0cet
SVER True Blood Public Disorder.
800
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Posted - 2014.01.18 04:03:00 -
[2] - Quote
Reav Hannari wrote:Vell0cet wrote:Make them sabotage specialists: 5%/level to stamina and 10%/level to vehicles damage on remote explosives/proxi mines.
Edit: uplinks should be a Logi bonus. It's stupid to have 2 types of suits with the same bonus. Sabotage is the Minmatar domain. So is hacking and assassination apparently. The Amarr scout needs some interesting role besides being able to run very slowly for a long timeGǪ
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Vell0cet
SVER True Blood Public Disorder.
800
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Posted - 2014.01.18 04:19:00 -
[3] - Quote
Reav Hannari wrote:Vell0cet wrote:Reav Hannari wrote:Vell0cet wrote:Make them sabotage specialists: 5%/level to stamina and 10%/level to vehicles damage on remote explosives/proxi mines.
Edit: uplinks should be a Logi bonus. It's stupid to have 2 types of suits with the same bonus. Sabotage is the Minmatar domain. So is hacking and assassination apparently. The Amarr scout needs some interesting role besides being able to run very slowly for a long timeGǪ Here I am, trying to come up with something for my sworn enemy to be proud of. Sabotage makes sense to me. It's in the "wheelhouse" of the scout, and since the minmatar already have great bonuses (and aren't using them), I'm sure we can bend the lore to make it viable. Headshot bonuses on scrambler pistols doesn't feel right. A Minja can run through a squad of people and knife them to pieces in a few short seconds, I really wouldn't expect anything remotely similar with head shots on the scrambler pistol. It's too similar to a very fragile assault suit.
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Vell0cet
SVER True Blood Public Disorder.
801
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Posted - 2014.01.18 14:38:00 -
[4] - Quote
Stefan Stahl wrote:Suggestions I'd like: - ~10-15 hp armor bonus per level. OR: - 5% bonus to the efficacy of armor plates per level. OR: - A bonus to cloaking. Can't say in which way because I have no idea how cloaking is going to work.
Alternatively: - current stamina bonus AND 5% bonus to passive scan range per level (notice the lack of profile dampening or precision enhancement)
My vision for the Amarr Scout is that it should be the one suit best suited for a straight up fight. It doesn't have the ehp a medium suit has, but instead relies on either cloaking or passive scanning (at a low precision) to get the drop on whatever it hunts. Once the opening blow has been dealt with a charged Scrambler Rifle shot and the victim is at half health the Amarr Scout has the ehp to see the fight through to the end. If the victim had had a good scanner it would've seen the threat coming.
Example fitting for an Amarr Scout: (slot layout of the proto suit, adapt as necessary) High slots: - 2x damage mod Low slots: - 2x ferroscale plates - 2x scan range extender Light weapon: - Scrambler Rifle Eq: - Any mixture or drop uplink, cloaking device, nanohives or remote explosives Most of these feel too much like an assault suit. All scout suits should be pretty fragile. Scrambler rifle bonuses feel wrong too, again, that's more of an assault/commando weapon.
If people don't like the sabotage direction (and it seems most don't) I would have to go with either a cloaking bonus, or scrambler pistol clip size, plus a modest stamina buff.
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Vell0cet
SVER True Blood Public Disorder.
801
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Posted - 2014.01.18 18:06:00 -
[5] - Quote
Stefan Stahl wrote:Cyrius Li-Moody wrote:Remember guys absolutely NO cloak bonuses. One noisy part of this community argued and fought about scouts having no specific cloak bonuses. Corrected. You're welcome. Not that I demand a cloak bonus, but it shouldn't be off the table. One could argue that the Amarr suit would profit the most from cloaking due to it's lack of mobility. It's lack of scan precision, scan range and scan profile reduction also call for an alternative means of stealth than scanning. If there was going to be a suit with a cloak bonus, this one makes the most sense.
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Vell0cet
SVER True Blood Public Disorder.
806
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Posted - 2014.01.19 16:45:00 -
[6] - Quote
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.
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Vell0cet
SVER True Blood Public Disorder.
806
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Posted - 2014.01.19 18:00:00 -
[7] - Quote
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.
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Vell0cet
SVER True Blood Public Disorder.
806
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Posted - 2014.01.19 19:00:00 -
[8] - Quote
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?
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Vell0cet
SVER True Blood Public Disorder.
806
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Posted - 2014.01.19 19:49:00 -
[9] - Quote
Nocturnal Soul wrote: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. Yeah, that's the way I'm leaning too. ScP clip size would be my alternate preference if it's decided that scouts shouldn't be designed around the cloak. With the base stats of the Amarr scout, I really don't see it being used without the cloak, like the other scouts might. I just won't be a viable/competitive fit. They're slow, and not bonused to hide from scanners (which I agree with-- it's consistent with the Amarr style), so their cloak will be their main source of defense as a result.
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Vell0cet
SVER True Blood Public Disorder.
809
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Posted - 2014.01.19 21:08:00 -
[10] - Quote
Ghost Kaisar wrote: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. Even with stacked plates, one double-hit (not charged) from someone with decent knife proficiency and Minmatar scout 5 will take down the Amarr scout. Plates really aren't that advantageous in the scenario you're describing. Having a few more rounds to try to hit/decloak a fast moving Minmatar scout at full sprint with the ScP might though. Alternatively a cloaking bonus to help evade a fast moving Minja knifer so you can get in better position to take them down before they can close the distance and one-shot you might make the difference as well.
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Vell0cet
SVER True Blood Public Disorder.
809
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Posted - 2014.01.19 21:13:00 -
[11] - Quote
Reav Hannari wrote:I applaud all contributors to this thread for a good debate and constructive comments. If this doesn't kick off some discussion between the CPM and CCP I'll be very disappointed. Only CCP knows where this will end but I'm hoping this will make the scout war between the Minmatar and the Amarr a good one. I agree. This has been a surprisingly constructive/rational discussion. I hope someone at CCP is reading along.
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Vell0cet
SVER True Blood Public Disorder.
810
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Posted - 2014.01.19 22:22:00 -
[12] - Quote
Gavr1lo Pr1nc1p wrote:The logi uplink bonus increases the efficiency of uplinks, which is good for allowing a force to assault from the front lines, but the scouts bonus would allow for a multi man flanking attack for which no one knows where it is coming from. While this does solve the problem of having a distinction between the logi and scout uplink roles, there are a few downsides.
The most significant is that it may require significant changes to the code for uplinks which is undesirable for a number of reasons (performance, chance of new bugs, delays in release, etc.). Also it would make the Amarr scout more of a support role, while the other 3 races have significant combat-oriented bonuses (yes scanning and dampening are very helpful in combat). It's also not all that exciting of a role. Logis really are the backbone support roles, making the Amarr scout into a fragile uplink logi (even with sneaker uplinks) is less interesting than some of other suggestions from a gameplay perspective IMO. It's a role some will fill for sure, but designing a 2nd suit around uplink spamming seems like uninspired game design.
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Vell0cet
SVER True Blood Public Disorder.
810
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Posted - 2014.01.19 22:57:00 -
[13] - Quote
Gavr1lo Pr1nc1p wrote:Vell0cet wrote:Gavr1lo Pr1nc1p wrote:The logi uplink bonus increases the efficiency of uplinks, which is good for allowing a force to assault from the front lines, but the scouts bonus would allow for a multi man flanking attack for which no one knows where it is coming from. While this does solve the problem of having a distinction between the logi and scout uplink roles, there are a few downsides. The most significant is that it may require significant changes to the code for uplinks which is undesirable for a number of reasons (performance, chance of new bugs, delays in release, etc.). Also it would make the Amarr scout more of a support role, while the other 3 races have significant combat-oriented bonuses (yes scanning and dampening are very helpful in combat). It's also not all that exciting of a role. Logis really are the backbone support roles, making the Amarr scout into a fragile uplink logi (even with sneaker uplinks) is less interesting than some of other suggestions from a gameplay perspective IMO. It's a role some will fill for sure, but designing a 2nd suit around uplink spamming seems like uninspired game design. I don't think so. If i were coding the game code, I wouldn't add a new value type to the class drop uplink, but instead have the bonus function independent of the actual drop uplink's class, as it currently (i don't believe) does not have a scan profile, using basic if statements to relate the level to active scanner db, and if it passed the db testing, prevent the uplink from going into the scanning output function. Its a really basic addition of code, probably less than 100 lines even. Also, none of the scouts new bonuses are really focused on combat, but this is an arguable point, and i would like to avoid an argument at the moment. Also, one of the scout's most important roles is to run drop uplinks, which pairs perfectly with the amarr's superb stamina for covering long distances. None of the scouts should get a combat oriented bonus, and the closest to combat orientation would be bonuses to allow for easier ambushing and assassination, which the other scouts roles do allow. But, in my opinion, the amarr is not a race focused on hit and run tactics and ambushes and assassinations. Therefore, the cloaked uplink bonus. The code would be cleaner if they added a signatureProfile property to the Uplink class instead of exception checking each link everytime it's scanned (by players passive scanning and active scanners). But that's a code style debate and pretty far off topic for this discussion. What's your objection to a cloaking bonus? This one feels like you've ruled everything else out and this was all that's left.
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