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Beck Weathers
Ghosts of Dawn General Tso's Alliance
350
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Posted - 2014.01.20 19:21:00 -
[1] - Quote
I agree that trying to compaire a sidearm damage bonus amp and the knife skill is just silly, knives are very nich |
Beck Weathers
Ghosts of Dawn General Tso's Alliance
350
|
Posted - 2014.01.20 19:37:00 -
[2] - Quote
Magnus Amadeuss wrote:Teilka Darkmist wrote:They aren't MEANT to be equal. Each race has different strengths and weaknesses. The Amarr, for example, are aimed more towards heavies. Scouts are more in the Gallente style doctrine.
Also, please don't make the mistake that bonuses are equivalent to modules. Bonuses are there to help you see what the intended use of a suit is and to specialise it to that role. Just like they are with ships in eve.
The whole point is that you need a range of suits, fits and tactics to be most effective on the battlefield. BONUSES ARE EXACTLY EQUIVALENT TO MODULES IN THIS CASE. Ask yourself, can you duplicate the bonus effect? How can you do that? Oh right, use a module... is there a module that can have the same exact effect? Yes, wow look at that, we can equate them directly. Since we can, as shown, equate these bonuses with modules, we can therefor also state that the minmatar suit has 5 free modules worth of bonus, and the amarr has 1. This is not equality, and there should be.
Apples and Oranges are both Fruit, would you look at that.
The knife skill bonus is not compairable to ANY modual, because if there was a modual that only effected knives it would likely be allot more potent than the sidearm amp bonus. |
Beck Weathers
Ghosts of Dawn General Tso's Alliance
353
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Posted - 2014.01.20 20:09:00 -
[3] - Quote
Magnus Amadeuss wrote:Beck Weathers wrote:Magnus Amadeuss wrote:Teilka Darkmist wrote:They aren't MEANT to be equal. Each race has different strengths and weaknesses. The Amarr, for example, are aimed more towards heavies. Scouts are more in the Gallente style doctrine.
Also, please don't make the mistake that bonuses are equivalent to modules. Bonuses are there to help you see what the intended use of a suit is and to specialise it to that role. Just like they are with ships in eve.
The whole point is that you need a range of suits, fits and tactics to be most effective on the battlefield. BONUSES ARE EXACTLY EQUIVALENT TO MODULES IN THIS CASE. Ask yourself, can you duplicate the bonus effect? How can you do that? Oh right, use a module... is there a module that can have the same exact effect? Yes, wow look at that, we can equate them directly. Since we can, as shown, equate these bonuses with modules, we can therefor also state that the minmatar suit has 5 free modules worth of bonus, and the amarr has 1. This is not equality, and there should be. Apples and Oranges are both Fruit, would you look at that. The knife skill bonus is not compairable to ANY modual, because if there was a modual that only effected knives it would likely be allot more potent than the sidearm amp bonus. Just like in eve, if you refuse to use the suit as it was design to be used, then you are just an idiot. So what you are saying is that this bonus is worth less because it only applies to one module? Well then you would of course have no problem with giving the amarr scout a 25% bonus to scrambler pistols because it is only one module right? Yeah I thought so........ Your logic doesn't work here, because there is no logic in it.
Its actualy quite common to use EVE ships contrary to their design, because people never expect it, I used to be a terror in FW space with my armor tanking Merlin, yet it got a bonus to shield resists. So your argument is short sighted and childish.
And yeah I would be ok with a 15% bonus to scramber pistols but of corse they arnt point blank guns like knives are.
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Beck Weathers
Ghosts of Dawn General Tso's Alliance
355
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Posted - 2014.01.20 20:47:00 -
[4] - Quote
Magnus Amadeuss wrote:Chunky Munkey wrote:TheD1CK wrote:u say minmatar has 4 free modules.... hacking/novaknife dmg bonuses are what you mean So we get put inside everyones optimal range to perform our role making it the toughest scout role to play... and QQing that there is free modules when a bonus to NK is not a module is a little bit naive ... I keep seeing threads discrediting the Amarr Scout.. Yet chances are it will have the best base stats of all scouts As every other Amarr suit has better stats than the racial variants... A bonus of stamina combined with 4L slots can make this a very good fitting for a hit and run tactic and keeping enemies at range It being the toughest scout doesn't make it the best scout. Besides which, the issue isn't the comparison of the post-bonus suits, but the incentive to get the specialisation at all. Extra stamina isn't going to be much use when the distance it can carry you is better covered in an LAV, so people may as well get the light frame. Also depends on what the basic light suit stats will be. If the basic light suit has 2 EQ slots and the same amount of slots overall, there will be next to no reason to skill into amarr scout. You will be able to fit 1x militia cardia on teh basic light frame and it will be just as good as the amarr scout, except cost about 1.5 mil less sp.
Assuming you never want to fit a cloak
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