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True Adamance
Kameira Lodge Amarr Empire
5908
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Posted - 2014.01.19 20:51:00 -
[121] - 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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Vell0cet
SVER True Blood Public Disorder.
809
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Posted - 2014.01.19 21:08:00 -
[122] - 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.
Quick/Dirty Test Range Idea
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Vell0cet
SVER True Blood Public Disorder.
809
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Posted - 2014.01.19 21:13:00 -
[123] - 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.
Quick/Dirty Test Range Idea
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
80
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Posted - 2014.01.19 21:27:00 -
[124] - Quote
Reav Hannari wrote:We don't have to address the pure scout part of the Amarr suit. The attributes and ability to efficiently carry a cloak give them their disruptive ability. What we are trying to help CCP decide on is that little bit extra to give them their personality.
Is pure stamina enough? Boring but useful if the values are increased. Assassination using their native weapon? Already very powerful but a possibility. Ability to stand toe to toe with a heavier frame once the cloak drops? Could be very useful. Drop uplinks to bring in friends? Sure, sounds good.
What extra bonus makes them disruptive in Amarr style?
Drop uplink cloaking. There. Boom. Problem solved
Yes, I did kill Archduke Ferdinand. I used my nova knives.
https://dust514.com/recruit/k3vMnb/
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Nocturnal Soul
Immortal Retribution
1657
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Posted - 2014.01.19 21:30:00 -
[125] - Quote
Gavr1lo Pr1nc1p wrote:Reav Hannari wrote:We don't have to address the pure scout part of the Amarr suit. The attributes and ability to efficiently carry a cloak give them their disruptive ability. What we are trying to help CCP decide on is that little bit extra to give them their personality.
Is pure stamina enough? Boring but useful if the values are increased. Assassination using their native weapon? Already very powerful but a possibility. Ability to stand toe to toe with a heavier frame once the cloak drops? Could be very useful. Drop uplinks to bring in friends? Sure, sounds good.
What extra bonus makes them disruptive in Amarr style? Drop uplink cloaking. There. Boom. Problem solved The logi is more suited for the uplink bonus
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
80
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Posted - 2014.01.19 21:34:00 -
[126] - 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.
Easy- increase minmitar base speed by 5%, amarr (and all other scout races) speed by 3%, increase minmitar (and other scout races) base stamina and stamina regen by 5%, increase amarr stamina and stamina regen by 50%, then switch their skill bonus to 15% to deployed drop uplink profile dampening per level, making them invisible to all except proto focused scanners on a proto gallogi for scanning, forcing them to be hunted manually, and allowing a scout like drop uplink bonus for a large backside flanking attack, in typical amarr style (drop uplinks)
Yes, I did kill Archduke Ferdinand. I used my nova knives.
https://dust514.com/recruit/k3vMnb/
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
80
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Posted - 2014.01.19 21:36:00 -
[127] - Quote
Nocturnal Soul wrote:Gavr1lo Pr1nc1p wrote:Reav Hannari wrote:We don't have to address the pure scout part of the Amarr suit. The attributes and ability to efficiently carry a cloak give them their disruptive ability. What we are trying to help CCP decide on is that little bit extra to give them their personality.
Is pure stamina enough? Boring but useful if the values are increased. Assassination using their native weapon? Already very powerful but a possibility. Ability to stand toe to toe with a heavier frame once the cloak drops? Could be very useful. Drop uplinks to bring in friends? Sure, sounds good.
What extra bonus makes them disruptive in Amarr style? Drop uplink cloaking. There. Boom. Problem solved The logi is more suited for the uplink bonus The logo 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.
Yes, I did kill Archduke Ferdinand. I used my nova knives.
https://dust514.com/recruit/k3vMnb/
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low genius
The Sound Of Freedom Renegade Alliance
1106
|
Posted - 2014.01.19 22:15:00 -
[128] - Quote
in my experience, you want a cpu/pg reduction on a cloaking device. the fittings cost will be severe, and you'd be crazy to not take it. |
Vell0cet
SVER True Blood Public Disorder.
810
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Posted - 2014.01.19 22:22:00 -
[129] - 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.
Quick/Dirty Test Range Idea
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
80
|
Posted - 2014.01.19 22:36:00 -
[130] - Quote
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.
Yes, I did kill Archduke Ferdinand. I used my nova knives.
https://dust514.com/recruit/k3vMnb/
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Vell0cet
SVER True Blood Public Disorder.
810
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Posted - 2014.01.19 22:57:00 -
[131] - 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.
Quick/Dirty Test Range Idea
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
81
|
Posted - 2014.01.19 23:33:00 -
[132] - Quote
Vell0cet wrote: 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.
I think that if it were a cloaking bonus, i would like it to be cloak duration, or something like that, and couple it with the cloaked uplinks. Double whammy right there
Yes, I did kill Archduke Ferdinand. I used my nova knives.
https://dust514.com/recruit/k3vMnb/
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Nocturnal Soul
Immortal Retribution
1658
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Posted - 2014.01.20 00:25:00 -
[133] - Quote
I have to agree with Vell anything getting a bonus to uplinks it just redundant. Since the logi already has a bonus to it that decreases the count to proto lvl for advance and just a second for proto.
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
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Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
831
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Posted - 2014.01.20 18:18:00 -
[134] - Quote
Lavirac JR wrote:Here is my thought, Minmatar Scouts get close and personal with blades, well Amarr scouts should be the opposite, they should be distance fighters.
Back in the day the sharp shooting skill boosted suit's range with every weapon, that was OP. Now this specific suit, which would not be over powered with a range bonus, should get +5% maximum effective/optimal range for laser weapons per level. The suit is weak enough HP wise to make it not want to be in the front lines, but the range and scoutness of the suit helps it pick off enemies on the periphery of the battle.
I think that bonus would give Amarr scout a decent role without taking on the role of another suit.
I think this is about the worst suggestion. What you are proposing is a scout with an AR that stays BEHIND friendly lines as opposed to infiltrating enemy lines - because this is exactly the play style that your bonuses would encourage.
Oh, sht! I just learned you can make a signature! Thanks, CCP! Forums are getting better!
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Whiskey Fueled Merc
16
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Posted - 2014.01.20 18:20:00 -
[135] - Quote
Just to be clear. Stamina and regen are two bonuses. If you want this as a single bonus you'd have to choose either stamina OR regen. Not both.
This why the minmatar doesn't have nova knife damage AND melee damage and hacking speed.
(whoops posted on my alt)
snikt.
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Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
831
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Posted - 2014.01.20 18:23:00 -
[136] - Quote
Nocturnal Soul wrote: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? Then what other bonus do you suggest because right now running 1 sec longer while being slower than a min assault ain't pretty right now.
Oh I doubt we are talking 1 sec longer. with this bonus Am scout will be running 50% longer than gal scout - which is a practical ceiling because anything above that is not necessarily useful. I would agree with buffing it maybe to 10% per level stamina pool and keep 5% extra regen per level.
Oh, sht! I just learned you can make a signature! Thanks, CCP! Forums are getting better!
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Magnus Amadeuss
Tal-Romon Legion Amarr Empire
359
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Posted - 2014.01.20 18:24:00 -
[137] - Quote
Whiskey Fueled Merc wrote:Just to be clear. Stamina and regen are two bonuses. If you want this as a single bonus you'd have to choose either stamina OR regen. Not both.
This why the minmatar doesn't have nova knife damage AND melee damage and hacking speed.
(whoops posted on my alt) No
While there is no better place to be wealthy than the Gallente Federation, there is no hell worse for the poor either.
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5603
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Posted - 2014.01.20 18:29:00 -
[138] - Quote
Whiskey Fueled Merc wrote:Just to be clear. Stamina and regen are two bonuses. If you want this as a single bonus you'd have to choose either stamina OR regen. Not both.
This why the minmatar doesn't have nova knife damage AND melee damage and hacking speed.
(whoops posted on my alt) Just to be clear, stamina and stamina regen are covered in one module, just like scan precision, profile dampening, or hacking speed are each covered in one module. Whether you like it or not, how bonuses are applied within modules affects how racial bonuses should be handled.
ARC Commander
CPM Info and Q&A - Status: Open
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Magnus Amadeuss
Tal-Romon Legion Amarr Empire
361
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Posted - 2014.01.20 18:30:00 -
[139] - Quote
Ludvig Enraga wrote:Nocturnal Soul wrote: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? Then what other bonus do you suggest because right now running 1 sec longer while being slower than a min assault ain't pretty right now. Oh I doubt we are talking 1 sec longer. with this bonus Am scout will be running 50% longer than gal scout - which is a practical ceiling because anything above that is not necessarily useful. I would agree with buffing it maybe to 10% per level stamina pool and keep 5% extra regen per level.
Nope....10% per lvl would be worth less than an advanced module. So unless all the other suits get their bonuses SERIOUSLY nerfed, it needs to be higher, and there needs to be another bonus.
While there is no better place to be wealthy than the Gallente Federation, there is no hell worse for the poor either.
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Spectral Clone
Dust2Dust. Top Men.
1056
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Posted - 2014.01.20 18:30:00 -
[140] - Quote
5% bonus to praying per level. |
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5603
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Posted - 2014.01.20 18:33:00 -
[141] - Quote
Spectral Clone wrote:5% bonus to praying per level. This would be a good bonus
ARC Commander
CPM Info and Q&A - Status: Open
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Nocturnal Soul
Immortal Retribution
1680
|
Posted - 2014.01.20 18:34:00 -
[142] - Quote
A bonus to cloak recharge rate or something like that
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3262
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Posted - 2014.01.20 18:35:00 -
[143] - 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.
Join my cult.
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5603
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Posted - 2014.01.20 18:37:00 -
[144] - Quote
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.
ARC Commander
CPM Info and Q&A - Status: Open
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Magnus Amadeuss
Tal-Romon Legion Amarr Empire
361
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Posted - 2014.01.20 18:37:00 -
[145] - Quote
I don't really have an answer, but I can throw out some guidance.
It seem like the average suit bonus for scouts is worth 1 prototype, 1 advanced, and 1 basic module. Try to design the amarr scout bonus around this structure.
While there is no better place to be wealthy than the Gallente Federation, there is no hell worse for the poor either.
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Nocturnal Soul
Immortal Retribution
1680
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Posted - 2014.01.20 18:37:00 -
[146] - Quote
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. I hate it when people say give the amarr scout a bonus to uplinks its just redundant
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
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Nocturnal Soul
Immortal Retribution
1680
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Posted - 2014.01.20 18:40:00 -
[147] - Quote
A bonus to cloak cool down A bonus that's equal to that of a standard card reg Idk
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
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Nocturnal Soul
Immortal Retribution
1680
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Posted - 2014.01.20 18:41:00 -
[148] - Quote
^ That's all I'm asking for ^
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5605
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Posted - 2014.01.20 18:45:00 -
[149] - Quote
Magnus Amadeuss wrote:I don't really have an answer, but I can throw out some guidance.
It seem like the average suit bonus for scouts is worth 1 prototype, 1 advanced, and 1 basic module. Try to design the amarr scout bonus around this structure. This is what we've been trying to suggest, but every time we bring it out everyone complains that the Amarr already have better base stats, which of course is completely subjective. And honestly, every race has something special about it's base stats (Amarr 30 more HP, Gallente 3 hp/s armor repair, Caldari 50 shield recharge rate, Minmatar faster speed and 10% faster hacking), so really bonuses should be balanced within themselves.
ARC Commander
CPM Info and Q&A - Status: Open
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Magnus Amadeuss
Tal-Romon Legion Amarr Empire
363
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Posted - 2014.01.20 18:57:00 -
[150] - Quote
Aero Yassavi wrote:Magnus Amadeuss wrote:I don't really have an answer, but I can throw out some guidance.
It seem like the average suit bonus for scouts is worth 1 prototype, 1 advanced, and 1 basic module. Try to design the amarr scout bonus around this structure. This is what we've been trying to suggest, but every time we bring it out everyone complains that the Amarr already have better base stats, which of course is completely subjective. And honestly, every race has something special about it's base stats (Amarr 30 more HP, Gallente 3 hp/s armor repair, Caldari 50 shield recharge rate, Minmatar faster speed and 10% faster hacking), so really bonuses should be balanced within themselves.
I mostly agree with what you have said, but not 100%. Here let me repost a bit of information:
amarrian suits are: 96% as fast as caldari/gallente 93% as fast as minmatar with 12.5% more stamina and 33% more stamina recovery that gallente/caldari 4% more stamina and 12.5% more stamina recovery than minmatar
For the first 30 seconds of sprinting the race would finish like this Minmatar-------gallente/caldari---amarr So, amarr is slower (this means less jumping height, slower strafing, and slower movement) than the rest of the suits, and for this they get a little bit more HP and stamina. The minmatar sacrifice some HP for more speed and stamina.
This by itself is balanced, and it has been since Dust started.
the 3 hp/sec for the gallente scout is basically a free bonus, or a free advanced module.
The 5% bonus hacking speed (beyond the other scouts) for the minmatar scout is also another bonus, and due to the non-stacking penalty it recieves, is very close to the value of a free basic hacking module.
This just adds insult to injury of course, making the amarr (and to lesser extent the caldari) scouts worth less.
Minmatar bonuses = 5 free modules (4 proto type and 1 basic) Gallente bonuses = 3 free modules (1 proto 1 adv 1 basic) Caldari bonuses = 3 free modules (1 proto 2 basic) Amarr bonuses = 0.66 free modules (2/3rds of a basic module)
This is an imbalance that needs to be equalized.
While there is no better place to be wealthy than the Gallente Federation, there is no hell worse for the poor either.
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