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Zeylon Rho
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Posted - 2014.01.20 18:15:00 -
[1] - Quote
Scouts have the highest shield regen values in the game. There's a philosophy of "Lower hp" but also "fast recovery". The 3 hp/s armor regen on the Gallente scout seems to be an effort to apply the "faster regen on a scout" theory to the armor-tanking-race scout without costing them slot. That's the justification I think - that the suit that's meant to be quick on the recovery because of the nature of their playstyle needs a higher bonus. A higher bonus on a heavy-suit negates the need for a logi.
Giving all the Gallente suits a repair bonus is just a little bonus though I think, I don't think it's meant to replace a module necessarily. This is similar to the Minmatar suits have the 1 hp/s regen before. Kinda like the Amarr hp bonus is less than that of a module, or the Minmatar scout's hacking bonus is less than that of a module.
The Amarr have shifted from purely dual-tanked to Armor-focused in the most recent numbers. However, the difference/trend is for the Amarr to be slower in movement with more innate suit armor, while the Gallente are in theory "the fast repairing" guys with high armor... but no speed penalty.
That said, I'd see no problem with making the shield values on the Amarr and Gallente even, and moving those 30 hp from the shield to the armor on the Gallente:
360 Shields 555 Armor
Amarr and Gallente then have even shields. The ehp is the same, there only remains a raw ehp difference of 45hp. This fits with the "less than a module" style advantage considering there is no armor plate that gives you 45hp with a 5% speed hit (The Amarr Sentinel is 5% slower than the Caldari/Gallente).
The current Gallente Sentinel's armor has the bonus of getting resists to both Projectile and Rail weapons (the two with armor bonuses) and Sentinels all receive splash damage resists, which should help somewhat with grenades, MD, etc. In contrast, the Amarr armor bonuses are dual tanked, giving the "armor" part of their suit less protection.
The extra low slot can compensate for the hp difference, but it can also go towards reppers (which is supposed to be more of a Gallente thing). Their armor is meant to be "better", not thicker. It's higher-tech - it repairs itself and has more resists than the Amarr version. The Amarr is meant to be more raw hp out of the box, and slanted towards armor.. since that's what's making them heavier in theory. An adjustment so the Gallente doesn't have higher shields than the Amarr is sensible enough though.
Basically, I'd be fine with a small adjustment to the shield/armor totals, but the hp regen is situated for different reasons I think.
Edit: It should be noted that the Amarr Scout also has the lowest shields of any scout (60), so that may just be part of the newer racial paradigm. The Amarr suck at high tech, they put heavy heavy plates on everything instead. Thus, they have lower shields on the Sentinel, but thicker armor. The Amarr Commando also has the lowest shields... and the Amarr Comm. doesn't have any overall ehp advantage either.
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