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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3193
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Posted - 2014.01.18 05:00:00 -
[1] - 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?
A basic cardio regulator is 5 cpu 4 pg (not 5 pg).
I'll assume you already know that the Minmatar module "value" far outstrips a basic cardio, even with just the hacking bonus. One complex codebreaker is 45 cpu 11 pg, if you add up sets of Complex damage mods (or the suit's extra 5% to hacking...)
Range Amps aren't the meat of the bonuses of the other scouts. In either case, 25% bonus to range is a STD range amp, 15 cpu free mod for both. The true value there is the free slot more likely than not, as that's not something people would fit.
25% Profile dampening is 33cpu for a complex module. 25% Profile precision doesn't exist in-game (complex is 20% for 26 cpu... a complex + basic (18 cpu, 10%) would be a bit closer).
The module total would look more like 48 cpu gallente (and two slots) and 50-59cpu for the caldari (and 2-3 slots because a complex precision is less than the bonus)
I'm not sure where you're getting the bit about the skill bonus to surpass ADV? At rank V, the Amarr Scout has LESS than a Basic Cardiac regulator. Max skill is not even getting you the equivalent of a single basic module. It's certainly not getting anything like over 10 pg "for free". You're not even getting the full value of a module that cost 4 pg.
On the subject of pg vs. cpu. It's already not an even field because the suits stats vary. A Gallente suit has the most PG, for example. Minmatar has the highest CPU, followed by Caldari. If you average the values of the suits, the ratio of pg to cpu is a little over 5. So each 1 pg is worth about 5 cpu. Given that, the Gallente bonus is about 9-10 pg. The Caldari is about 10-12pg. The Minmatar is basically another dropsuit.
The cost of the basic regulator is 5 pg if you add the 5 cpu to the 4 pg, or half the value of the next lowest bonus. That's ignoring the fact that the basic regulator would only take one slot, that the amarr bonus is LESS than a basic regulator, and that the other racial bonuses save more slots than the Amarr's does.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3194
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Posted - 2014.01.18 05:28:00 -
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Nocturnal Soul wrote: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.
I like the stamina bonus, I just figure it should be equivalent to a complex module, like the other classes get. That's 20% max and recharge per level.
I like clip size. More-so I like Scrambler-clip size. A flat boost to ammo (+2 to Laser weapon clip-size or the like) would go aways to making things like the burst scrambler more useful. In the spirit of the Minmatar bonus being very very specific; it seems like a combat-focused Amarr bonus should be similar. Like +x clip size to Scrambler Pistols, Scram weapons (the rifles don't really need it honestly), etc. I say Scrams because it's a racial weapon mostly. I have concerns that most straight damage bonuses (on any suit) can be pretty unbalancing. Another option is a slight range boost.
Rate of fire is sketchy. For most laser weapons isn't helpful at all (part of the assault complaints). The semi-auto weapons already fire about as fast as you can tap the trigger (and overheat too). The laser wouldn't see any change because it's constant. It only really helps the Assault Scrambler, which is an odd niche to boost for the Scout. Heat build or feedback damage related bonuses aren't great for similar reasons as the Scout isn't the best laser user (makes a squishy's suit location obvious), and your're back to a bonus for a single weapon (semi scram) at that point.
Kinetic cat effectiveness (or bonus to suit sprint speed) would both be ok. A 1% sprint speed per level bonus sort of bit would be equivalent to the bonus you get from the Biotics skill itself (but without the stamina mods). 2% sprint speed gets questionable because a Complex Kinetic cat is only a 12% bonus (since the range is 5-12), and 10% is pretty high considering. Kinetic cat effectiveness is a more limited buff because it would require slotting a module (modules that have pretty steep fitting reqs even at base).
On the note of fitting, you could have useful bonuses in that respect. An Amarr logi might be reasonably concerned that a scout bonus to links would make their Droplink bonuses less useful. However, if the only bonus a scout gets is to fitting the links specifically, than the Logi-links bonuses would still make them superior. Similarly, compensating for the slower speed of the suit is something of a concern, since the Amarr Scout is slower than an Minmatar Assault (but also squishier than the weakest assault suit). So, it's possible a fitting bonus to kinetic catalyzers could be useful.
So, summing up:
20% Max Stamina and recharge rate per level (Complex Cardio at V)
AND
+1/2 clip size for Scramblers per level or +2 meters to the effective and falloff range of Scrambler Weapons (perhaps just pistols) per level or 1% Sprint Speed per level or 6% reduction to CPU/PG requirements of Droplinks per level or 8-10% reduction to CPU/PG requirements of Kinetic Catalyzers per level or 5% bonus to Kin-cat effectiveness per level
Those all seem like pretty good options to me. Mind you, I'm looking more at parity with the Minmatar Scout than the other two here, because their secondary bonuses could also use a boost in light of the relative strength of the Minny's.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3206
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Posted - 2014.01.18 18:54:00 -
[3] - Quote
I think any bonus to tanking (ferroscale, etc.) would be misguided. Scouts aren't supposed to be tanking roles, and you're starting in the hole somewhat as it stands since the closest assault (Minmatar) is slightly faster than you, has more slots, and more hp.
The stamina bonus, while meager, at least works on a similar theory of utility/mobility. Something related to putting people down while not necessarily tanking (scrambler or weapon bonuses), sprint/kincat, etc. bonuses make more sense than just trying to make the Amarr Scout into a crappier assault suit.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3214
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Posted - 2014.01.19 04:02:00 -
[4] - Quote
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?
Well, stamina/sprint to run after them. A range bonus would make it easier to hit them. Though a range bonus to scrambler rifles might be overpowered. A range bonus to scrambler pistols... possibly too niche? I'd like it, but I don't know if everyone likes the pistol.
I agree that the headshot bonus would be too much considering how high it is already. I prefer the expanded clip, as it makes weapons like the burst more useful, but is just generally useful too.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3262
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Posted - 2014.01.20 18:35:00 -
[5] - Quote
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.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3270
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Posted - 2014.01.20 23:45:00 -
[6] - Quote
Aero Yassavi wrote: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. Another fitting reduction would not be a good choice, since the class bonus is already a fitting reduction bonus. Also Scrambler Pistol Operations is already an increase in clip-size, so another bonus to that becomes redundant.
The class bonus is cloak fitting, you can't use more than one cloak, so fitting an uplink isn't redundant - it's quite useful for any scout that's putting down links. Links are among the larger resource hogs in equipment.
Would you avoid using a damage mod because you had max proficiency and more damage would be "redundant"? More rounds in a clip is useful. Because the weapon bonus already adds clip-size, that creates a synergy for the Amarr Scout in particular.
An Assault Scrambler Pistol has 48 ammo, and a 6 round clip by default, but with a theoretical suit clip-size bonus it would be a 16 round clip. For a Burst Scrambler Pistol you have 12 rounds by default, but with a doubled bonus you'd hit 22. That's just enough for 7 bursts.
I'd suggest the clip-size bonus as an adjunct to a proper scaling stamina bonus that gave you the equivalent of a proto module at rank 5.
I think it's more "probable" than a headshot bonus, damage bonus to lasers, or most things like that. It's unquestionably more useful than these scout-tank ideas some people have.
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