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Oswald Rehnquist
1122
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Posted - 2014.01.18 19:58:00 -
[61] - Quote
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
the stamina boost is a good idea, equipment running is big for real scouts (by real I mean people who understand scouts don't play like assaults), and is the current role I take, though I think it should be 10% per level, before we knew about scouts getting a second equipment slot we also always thought the amarr would get +1 equipment slot over the other scouts to reinforced its equipment running role.
in regards to not benefiting modules, the nova knife damage boost is technically for something that fills in a slot, but the real deal is the hacking bonus which takes up its higher stat of the suit, so I think people are arguing for one stat booster and one limited utility boon / slot boost
Below 28 dB
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Monty Mole Clone
Shiv M
128
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Posted - 2014.01.18 20:05:00 -
[62] - Quote
Ryder Azorria wrote:Monty Mole Clone 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 so it gives zero boost to mods? who thinks of this trash Well it kinda does, increasing the base stat results in a numerically larger boost from percentage based mods.
wether it kinda does or doesnt is irrelevant, still a poor bonus that will probably stay. cheers cpm |
OZAROW
Dem Durrty Boyz Renegade Alliance
1260
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Posted - 2014.01.18 21:37:00 -
[63] - Quote
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 do agree that with all the other suits they basically get a complex free mod because other complex mods = 25% But a complex cardiac is a 100% mod and since their base stamina is already higher than other scouts, the bonus now is basically = to a basic mod but more like a enhanced cuz of the base of 225 stamina which gives it 281 stamina after bonus. If it was a10% bonus per level then you have 337 stamina as the final base which is really enticing .
An maybe give them the old minmatar assaults bonus of clip size per level for side arms but that's some serious discussion , although I think it's fair it would make that scout evenly powerful.
But speed tanked dual scp scouts might get pistols FTOM status, and no scout wants a pistol nerf.
SUPER NOVA KNIFE SAIYAN 4
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Mauren NOON
The Exemplars Top Men.
196
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Posted - 2014.01.18 22:01:00 -
[64] - Quote
Do a complex cardiac module bonus and +2% SCR charged shot damage per level. Perfect bonus for slow combat scout |
Summ Dude
OSG Planetary Operations Covert Intervention
105
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Posted - 2014.01.18 22:56:00 -
[65] - 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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KING CHECKMATE
Ametat Security Amarr Empire
3752
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Posted - 2014.01.18 23:59:00 -
[66] - Quote
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.
Primary: +5% Profile Dampening per level Secondary: +10% to stamina regain rate and max
Primary:-5% cool-down on cloaking devices Secondary: +5% to stamina regain rate and max
Primary:+5% MOVEMENT SPEED per level Secondary: +10% to stamina regain rate and max
Primary:+5% Automatic Sidearm Clip size per level / +1 Clip Size to Explosive and Semi-auto Sidearms Secondary: +5% to stamina regain rate and max
Primary: +2% To Biotics Modules effectiveness per level Secondary: +5% to stamina regain rate and max
Primary:-5% to CPU/PG cost of Biotics Modules per level Secondary: +10% to stamina regain rate and max
Primary & Secondary: +20% to stamina regain rate and max per level
I'll post more later...
GIVE ME A RESPEC CCP.
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5386
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Posted - 2014.01.19 00:37:00 -
[67] - Quote
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.
ARC Commander
CPM Info and Q&A - Status: Open
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True Adamance
Kameira Lodge Amarr Empire
5885
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Posted - 2014.01.19 00:44:00 -
[68] - 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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Nocturnal Soul
Immortal Retribution
1639
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Posted - 2014.01.19 00:45:00 -
[69] - Quote
^ this... this is the solution.
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
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Galvan Nized
Deep Space Republic
533
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Posted - 2014.01.19 00:51:00 -
[70] - Quote
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. |
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5388
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Posted - 2014.01.19 01:13:00 -
[71] - Quote
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.
ARC Commander
CPM Info and Q&A - Status: Open
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True Adamance
Kameira Lodge Amarr Empire
5885
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Posted - 2014.01.19 01:18:00 -
[72] - 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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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5388
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Posted - 2014.01.19 01:23:00 -
[73] - Quote
True Adamance wrote: 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.
Agreed True. And can you imagine how that'd get abused with people firing while cloaked?
The best bonus would be something to do with scouting. Perhaps more sprint speed per level.
ARC Commander
CPM Info and Q&A - Status: Open
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
67
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Posted - 2014.01.19 01:43:00 -
[74] - Quote
An idea to solve the current inter scout disparity would be to modify the current base stats of the scouts, and then implement a better bonus for the amarr scout. First off, buff the base move/sprint speed for all scout suits buy 3%, except for the min which would get 5%, to enhance its role as the fastest scout on the field. Then, give all scouts an inherent stamina bonus of 5% to maximum/recharge rate, except for the amarr scout which would get a 50% stamina bonus to max and recharge rate. This way, the amarr scout is now faster than a ninny assault, and has by far the most stamina of any unit in the game. Then, give the amarr scout a very specialized bonus, I was thinking +10% to scrambler pistol magazine capacity per level, this way equally affecting breach, assault and bust variants. It would be very similar to the minmitar nova knife bonus, probably even better, due to how hard nova knives are to use. Also, a correction to the argument that the nova knife damage is equal to 3 complex modules needs an update. Heres my reasoning-
10% damage per damage module+stacking penalty=3 damage modules gives roughly 25% damage
Now lets see how many sidearms there are-FP, ScrP, NK's, SMG, (soon to be magsec, bolt, and ion pistol)=4+3 future sidearms. 25/4=a little more than 6, therefore the nova knife damage bonus, universally, is really only equal to a little more than one enhanced damage mod (5%), as it only affects nova knives, which are arguably the most specialized weapon in the game.
please comment your ideas on my proposed system of buffs for the amarr scout
Yes, I did kill Archduke Ferdinand. I used my nova knives.
https://dust514.com/recruit/k3vMnb/
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
67
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Posted - 2014.01.19 01:45:00 -
[75] - Quote
Aero Yassavi wrote:True Adamance wrote: 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.
Agreed True. And can you imagine how that'd get abused with people firing while cloaked? The best bonus would be something to do with scouting. Perhaps more sprint speed per level.
I really don't like the idea of more sprint speed per level, as that would nullify the role of the minmitar scout as being the go to unit for maximum speed. I think a bonus to scrambler pistol mag cap would be good, in addition to an inherent 25-50% bonus to base stamina/stamina regen.
Yes, I did kill Archduke Ferdinand. I used my nova knives.
https://dust514.com/recruit/k3vMnb/
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5390
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Posted - 2014.01.19 01:50:00 -
[76] - Quote
Gavr1lo Pr1nc1p wrote:Aero Yassavi wrote:True Adamance wrote: 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.
Agreed True. And can you imagine how that'd get abused with people firing while cloaked? The best bonus would be something to do with scouting. Perhaps more sprint speed per level. I really don't like the idea of more sprint speed per level, as that would nullify the role of the minmitar scout as being the go to unit for maximum speed. I think a bonus to scrambler pistol mag cap would be good, in addition to an inherent 25-50% bonus to base stamina/stamina regen. Well I said sprint speed, not movement speed. Minmatar would still be better movers, as well as better hackers and slasher, but I understand what you're saying.
Scrambler pistol mag cap would not be a good bonus in my opinion because that is already the Scrambler Pistol Operations bonus.
ARC Commander
CPM Info and Q&A - Status: Open
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
67
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Posted - 2014.01.19 01:57:00 -
[77] - Quote
Aero Yassavi wrote:Gavr1lo Pr1nc1p wrote:Aero Yassavi wrote:True Adamance wrote: 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.
Agreed True. And can you imagine how that'd get abused with people firing while cloaked? The best bonus would be something to do with scouting. Perhaps more sprint speed per level. I really don't like the idea of more sprint speed per level, as that would nullify the role of the minmitar scout as being the go to unit for maximum speed. I think a bonus to scrambler pistol mag cap would be good, in addition to an inherent 25-50% bonus to base stamina/stamina regen. Well I said sprint speed, not movement speed. Minmatar would still be better movers, as well as better hackers and slasher, but I understand what you're saying. Scrambler pistol mag cap would not be a good bonus in my opinion because that is already the Scrambler Pistol Operations bonus.
Do you agree with my previous post about boosting inherent scout bionics, and then switching the amarr bonus? I think that would really even out the inter-scout playing field more than anything else. but just for reference, with maxed out ScrP operation, there is only an 11 bullet mag (on a non-variant type), with maxed out amarr soil, we would see this go up to 16 or 17 bullets, which is enough to easily kill any suit with no head shots, and with head shots, preform even better. But i feel if the min scout gets gibber by having a nova knife bonus, which is THE most specialized bonus in the game, its opposing race, the amarr, should get an equally specialized bonus.
Yes, I did kill Archduke Ferdinand. I used my nova knives.
https://dust514.com/recruit/k3vMnb/
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Oswald Rehnquist
1124
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Posted - 2014.01.19 02:18:00 -
[78] - Quote
I'll just post my new favorite idea
one free cardio regulator (20% per level), and more inherent cpu/pg on the suit that what is currently listed as run proto equipment without hindering fits.
Below 28 dB
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
69
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Posted - 2014.01.19 02:28:00 -
[79] - Quote
Update to my current idea for scram pistol bonus- introduce a cloaking bonus to uplinks, so that at proto level, uplinks are invisible to all except a proto focused active scanner, making people have to manually hunt for them, allowing the ammar scout to discreetly open pathways to assaulting positions, all the while getting a huge wp bonus for doing so. One of the main roles of the scout is to run uplinks, and the ammar would fill this roll better than any class in the game with its increased stamina, and solacing bonus to uplinks.
Yes, I did kill Archduke Ferdinand. I used my nova knives.
https://dust514.com/recruit/k3vMnb/
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Reav Hannari
Red Rock Outriders
2647
|
Posted - 2014.01.19 02:58:00 -
[80] - Quote
There are some interesting ideas here but I think the core concept that must be decided is what is the role for this suit. We know that Gal and Cal are going head to head in stealth warfare. Should the Amarr compete against the Minmatar guerrillas or will they do their own thing? What roles are open to scouts of any race?
Recon? Seems like the Gal and Cal roles.
Pathfinder? Seems like a good idea but overlaps with Amarr logistics. Maybe that suit is in the wrong role and the uplink focus should switch to this one. This has been mentioned a few times and I do agree. What would the focus of the logistics be if the scout took over uplinks?
Assassin? The role of the Minmatar but head to head stealth slayers does appeal to me as I've already suggested. I just don't know how to provide an appropriate bonus.
Guerrilla fighter? Not their style.
Sniper? The Amarr don't have a native sniper weapon yet. Maybe provide something generic for long range engagements.
Game design is hard.
// Venge Captain // Matari Logistics / Scout / Pilot // @ReesNoturana
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
74
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Posted - 2014.01.19 03:01:00 -
[81] - Quote
Reav Hannari wrote:There are some interesting ideas here but I think the core concept that must be decided is what is the role for this suit. We know that Gal and Cal are going head to head in stealth warfare. Should the Amarr compete against the Minmatar guerrillas or will they do their own thing? What roles are open to scouts of any race?
Recon? Seems like the Gal and Cal roles.
Pathfinder? Seems like a good idea but overlaps with Amarr logistics. Maybe that suit is in the wrong role and the uplink focus should switch to this one. This has been mentioned a few times and I do agree. What would the focus of the logistics be if the scout took over uplinks?
Assassin? The role of the Minmatar but head to head stealth slayers does appeal to me as I've already suggested. I just don't know how to provide an appropriate bonus.
Guerrilla fighter? Not their style.
Sniper? The Amarr don't have a native sniper weapon yet. Maybe provide something generic for long range engagements.
Game design is hard. The idea with the uplinks is that they don't replace the logi role, but instead are a different type of uplink placer, as they open a gateway for discreet assault on a position, without the enemy knowing
Yes, I did kill Archduke Ferdinand. I used my nova knives.
https://dust514.com/recruit/k3vMnb/
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Summ Dude
OSG Planetary Operations Covert Intervention
108
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Posted - 2014.01.19 03:07:00 -
[82] - 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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Reav Hannari
Red Rock Outriders
2648
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Posted - 2014.01.19 03:08:00 -
[83] - Quote
Gavr1lo Pr1nc1p wrote:The idea with the uplinks is that they don't replace the logi role, but instead are a different type of uplink placer, as they open a gateway for discreet assault on a position, without the enemy knowing
Seems legit to me. Maybe combine it with another bonus such as an improved stamina than currently suggested.
// Venge Captain // Matari Logistics / Scout / Pilot // @ReesNoturana
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
74
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Posted - 2014.01.19 03:09:00 -
[84] - Quote
Reav Hannari wrote:Gavr1lo Pr1nc1p wrote:The idea with the uplinks is that they don't replace the logi role, but instead are a different type of uplink placer, as they open a gateway for discreet assault on a position, without the enemy knowing Seems legit to me. Maybe combine it with another bonus such as an improved stamina than currently suggested.
I made another post in here on pg. 4 that was about boosting inherent scout biotics. Ill edit it into my reply for easy reading
EDIT: here it is
An idea to solve the current inter scout disparity would be to modify the current base stats of the scouts, and then implement a better bonus for the amarr scout. First off, buff the base move/sprint speed for all scout suits buy 3%, except for the min which would get 5%, to enhance its role as the fastest scout on the field. Then, give all scouts an inherent stamina bonus of 5% to maximum/recharge rate, except for the amarr scout which would get a 50% stamina bonus to max and recharge rate. This way, the amarr scout is now faster than a ninny assault, and has by far the most stamina of any unit in the game.
Yes, I did kill Archduke Ferdinand. I used my nova knives.
https://dust514.com/recruit/k3vMnb/
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1620
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Posted - 2014.01.19 03:27:00 -
[85] - Quote
Reav Hannari wrote:There are some interesting ideas here but I think the core concept that must be decided is what is the role for this suit. We know that Gal and Cal are going head to head in stealth warfare. Should the Amarr compete against the Minmatar guerrillas or will they do their own thing? What roles are open to scouts of any race?
Recon? Seems like the Gal and Cal roles.
Pathfinder? Seems like a good idea but overlaps with Amarr logistics. Maybe that suit is in the wrong role and the uplink focus should switch to this one. This has been mentioned a few times and I do agree. What would the focus of the logistics be if the scout took over uplinks?
Assassin? The role of the Minmatar but head to head stealth slayers does appeal to me as I've already suggested. I just don't know how to provide an appropriate bonus.
Guerrilla fighter? Not their style.
Sniper? The Amarr don't have a native sniper weapon yet. Maybe provide something generic for long range engagements.
Game design is hard.
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.
"The line between disorder and order lies in logistics" -Sun Tzu
Amarr victor!
Forum Warrior lv.1
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Nocturnal Soul
Immortal Retribution
1640
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Posted - 2014.01.19 03:32:00 -
[86] - 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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Summ Dude
OSG Planetary Operations Covert Intervention
109
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Posted - 2014.01.19 03:35:00 -
[87] - 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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Reav Hannari
Red Rock Outriders
2648
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Posted - 2014.01.19 03:46:00 -
[88] - Quote
Summ Dude wrote: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?
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.
// Venge Captain // Matari Logistics / Scout / Pilot // @ReesNoturana
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Summ Dude
OSG Planetary Operations Covert Intervention
110
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Posted - 2014.01.19 03:51:00 -
[89] - 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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Reav Hannari
Red Rock Outriders
2649
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Posted - 2014.01.19 04:00:00 -
[90] - 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?
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.
// Venge Captain // Matari Logistics / Scout / Pilot // @ReesNoturana
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