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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3342
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Posted - 2014.02.06 20:53:00 -
[1] - Quote
The scout should be faster than another race's assault, yes.
People keep talking like the Amarr only make slow things, and that's all they know how to do. The Amarr Interceptors (e.g. - Amarr fast ships) are among the fastest in EVE. Even if they weren't, all the interceptors (every race) are faster than the assault frigates.
This "LOL, Amarr always SLOW, LOL" attitude is asinine. The races have differences, but that doesn't mean when the armor-focused race makes a speed-oriented suit, it's as slow as another's assault. The tanking focus of a race doesn't mean if they train spies they'd toss a suit of platemail on them for the lulz. At the point that you found your fastest suit was slower than an enemy assault, you'd go back to the drawing board. Yes, a scout can possibly have more combat-oriented roles, but to remove the speed edge limits the viable options.
Saying "you can be the tanky scout", is like saying "you can be the thicker construction paper". The movement speed matters more than the stamina when it comes to strafing and up-close encounters, to gimp the race's fastest suit against assaults just means you've removed a large portion of the flexibility the other scouts can choose to have.
Dren and Templar equipment stats, wrong since release.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3344
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Posted - 2014.02.06 22:05:00 -
[2] - Quote
Gavr1lo Pr1nc1p wrote:the ammarr scout does not need more speed, it needs like 50-60 more base hp and the best fittings of any scout, better than gallente. The minmitar assault is good where it is at, the only thing that needs to change is shield extenders which have way to high fitting requirements to be used effectively. Gallente scout is by far the best of any scout, surpassing minmitar in speed tanking potential, ehp potential, repair potential, passive scan potential and everything else. The only thing gallente does worse than minmitar and amarr is stamina.
This is how it should work
Minmitar scout=fastest suit, great speed tanker, biotically amped freak of an assassin, without enough hp to survive 2 rail rifle shots Amarr scout=slowest scout, but fastest in the long run, basically a light amarr assault that can speed tank as well, best uplink runner, medium frame like hp with light frame speed and dampening
To allow for this, shield extenders need less fitting requirements and better regen on minmitar and caldari suits, as well as more hp on STD and ADV extenders, kincats need a larger stacking penalty, especially after two, but affect strafe speed by one half of what they do to sprint speed as well, and minmitar scouts need a 5 ish % buff to sprint and movement speed. Ammarr scouts, on the other hand, need their bonus tuned up to at least 10% per level, and gain +15-20 shield, and +35-40 armor at base, as well as gaining 10-15% more cpu and pg.
No. Relegating Amarr to having an "assault-scout" is a bad idea. It's questionable if we even needed an "assault" logi. One thing is for certain, we don't need an assault-everything, because that's just pants-on-head-retahded. At some point your role-specific suits need to be best at securing their role and not half-assing a different role that the race already has filled. The up-link runner is already questionable since they seem to want to give a bunch of link bonuses to the slowest logi. They need a scout suit capable of being faster than all the assaults, at minimum. If you beef them up to assault hp, you've just introduced a different kind of balance issue, and the Amarr still wouldn't have a scout. Even if the Amarr is the "slowest" scout, for whatever reason. It should still be faster than any assault.
Buffing the minmatar speed won't happen either, because apparently there are engine problems if the scouts are any faster than they are right now. I imagine kin-cats don't impact movement speed for similar reasons, but it could just be a hard balance cap sort of thing.
Dren and Templar equipment stats, wrong since release.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3347
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Posted - 2014.02.07 05:06:00 -
[3] - Quote
Ivan Avogadro wrote:Zeylon, but what role is left for the Amarr Scout now?
Cal - range (EWAR) and passive precision (EWAR) Gal - range (EWAR) and dampening (EWAR) Min - nova knives (melee, Biotics-ish), speed (Biotics), and hacking Am - stamina and stamina regen (Biotics)
Am needs something in the scout wheelhouse, but everything in Biotics and EWAR is taken. Unless you give them a straight melee bonus and turn them punch suits. You could give them the same range bonus that Cal and Gal get, leave the Min scout out in the cold as the least EWAR-y scout, but that dilutes down the war that the two nemeses have going.
Min gets a bonus to fitting a weapon (offense). You could give them a bonus to fitting plates (defense, opposite their nemesis) but that would be too close to tanking them into assaults.
The uplink runner idea is the only scouty one left, if they can carry extra uplinks or hives per equip slot. Bump up their stamina too.
The problem with an uplink bonus is that it treads on the territory they "apparently" want to give to Logis, since they proposed logistics bonus there was the +spawns and -spawn time. You'd wind up with the Amarr collectively having: Tanky Smurf, Laser Smurf (nevermind that the use of the Laser Rifle and Scrambler overlaps quite a bit, reducing the utility there), Whatever-the-hell-they-make-the-Amarr-Assault-that-hopefully-isn't-a-stupid-armor-repper-bonus Smurf, Droplink Smurf, and you'd have the Amarr Scout become Droplink Smurf too.
The intra-racial bleed-over bothers me more than intra-class bleedover. If you make the scout a damage/resist bonused scout, then you've doomed the Amarr bullpen to having two redundant roles: two assaults. One has crap hp and can cloak. Woooo. The link idea at least keeps a scout focus, but you still have the overlap problem of doubling up your roles that are link-bonused.
The Minmatar suit is the fastest, but I'd argue its bonus isn't actually biotics. If the Amarr are supposed to be the best "runners", but not the fastest suit in the sense of general movement, then the Amarr bonus could be something like current stamina bonus + a bonus to Kincat function or sprint speed. This could be in the range so that the Proto Amarr scout would easily sprint faster than a Proto Minmatar Scout, but would retain the slower basic movement outside of sprint. That would be an Amarr actually focused on biotics.
If you could see the Amarr as roving scout/sniper marksman types, then they could receive bonuses to semi-auto scrambler function with respect to range and/or damage, but modify the heat generation and/or RoF at the same time to make them midrange snipers that have the traditional poor scout tank and can't go nailing targets 5x faster than a sniper would.
EWAR-wise, you could arguably give them a dominant "range" role, on the scale of a complex range amp or so, and then some secondary modifier (like the stamina bonus) that doesn't arise to the level of a complex mod. This is kinda boring, but it technically isn't taken and would serve as a counterpart to the other two EWAR'd scouts (complex ewar + std ewar meets... complex ewar + std biotic?).
Bonuses aside, I'd like to see the all the suits' base speeds adjusted so that all the scouts retain some speed advantage over assaults, etc. If there is ANY suit class that should have a preserved speed advantage, then it is the scout. Otherwise, what's the point, really? I'd rather the Amarr had the same hp as the gallente if it meant it didn't have to be slower than a Minny Assault. Slapping more armor on your "fast suit" over at the Amarr labs just becomes retahded if you're slower than your friggin racial enemies' main assault suit at that point.
Dren and Templar equipment stats, wrong since release.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3348
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Posted - 2014.02.07 05:25:00 -
[4] - Quote
Toby Flenderson wrote:
M > A: EHP by 35 Slots by 1 Speed by 0.05 m/s CPU by 10 Melee by 30 Armor repair rate 1hp/s
A > M: Equipment by 1 Shield rechange by 12 hp/s S.R. Delay by 2 seconds D.S.R. Delay by 4 seconds Scan Range by 10m Scan Profile by 15 Scan Precision by 10 Stamina by 50 Stamina Recovery by 20
This being said, I don't see how someone in their right mind would be upset over a 0.05 m/s speed advantage given to the minmatar assault considering the massive advantages given to the amarr scout.
Three of the listed Amarr "advantages" over the Minmatar are shield related: Shield rechange by 12 hp/s S.R. Delay by 2 seconds D.S.R. Delay by 4 seconds
The Amarr Scout has the lowest base shields in the entire game, of any suit, and role, anywhere. Period. At Proto, it has 2 high slots with which to boost that. The Amarr is not going to get much mileage out that "bonus" against the Minmatar suit.
The HP difference you refer to as "small" is also larger than the hp bonus the Amarr enjoys over the next highest ehp scouts. So, the extent to which it is meaningless, is only as meaningless as the advantage the Amarr enjoys over the Gallente or Caldari (the former of which has innate armor reps at 3 per second, the latter of which can leverage the scout shield bonuses more). The single slot advantage of the assault allows this difference to be exploited to an even larger degree.
The fact that the speed difference is marginal is flame-bait, but the problem would be just as annoying if their speed was the exact same. The problem is the slowest scout being the at the same speed OR slower than the fastest assault. The lower scout hp typically indicates a need to speed tank or generally be "gone" to evade the slower but more powerful suits. The Amarr lacks any strafing advantage vs. an Minmatar Assault. The fact he can sprint longer (at the same speed) will make a difference... sometimes? But those few extra seconds of sprinting are largely irrelevant in the sense of combat viability, and not marked enough to set it apart in usefulness as a scout.
The most salient bonuses the Amarr scout DOES have are the profile detection-related ones, but those are the same (or BETTER) across all scouts and the Amarr is SOL when it comes to the other scout strengths at dealing with other suits, especially the Minmatar assault which has a speed and hp advantage on him.
Dren and Templar equipment stats, wrong since release.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3349
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Posted - 2014.02.07 05:43:00 -
[5] - Quote
Toby Flenderson wrote: This is why I hate when I read people complaining about the Amarr scout using the "oh well the others get a free complex module when this thing doesn't even get a basic". Clearly, when you stack a complex module on top of a drop suit bonus, the Amarr scout shines as far as it's effective advantage over the other scouts.
No, it's still *****, because you're ignoring the usefulness of said bonuses, and the practicality inherent in using a complex module or not.
A bonus to something like dampening is very useful in the sense that you're almost required to use X modules if you want to evade active scanners. So, getting a free complex dampener (and a standard range amp to boot) is extremely useful in freeing up a slot, as you often NEED that higher tier dampener to get some value out of dampening in the first place. Scanners on the proto end are quite powerful, and rather common as well.
The stamina comparison shows a clear numerical difference, but it ignores practicality. In terms of sprinting time, the Gallente can sprint for 42 seconds in your example, the Amarr can sprint about a minute. Yes, this is longer with the Amarr. This isn't a concrete need value-wise like the profile dampening though, where you need to hit X value to avoid scanners. Ask yourself how often do you need to sprint a minute in the game?
In how many instances, when covering lots of ground, would running say... 42 seconds be just as good? Most of them. Actually, with maxed biotics, you rarely even need a stamina mod to begin with. You can close the distance to objectives fast/quickly enough with a kincat, and the speed is often more efficient and useful. Let's not forget the Gallente suit is also FASTER, and will cover more ground in those 42 seconds than the Amarr will in the first 42 of its sprint. So, the Amarr already sacrifices part of that stamina "bonus" to compensate for being slow.
That's why the Amarr bonus is crap. Aside from the fact we're comparing "Less than a STD Module" and "Complex + a STD Module" in terms of bonus.
Dren and Templar equipment stats, wrong since release.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3350
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Posted - 2014.02.07 07:13:00 -
[6] - Quote
Toby Flenderson wrote:
1. 2 Complex shield extenders with passive skills gives the Amarr scout 281.5 shield. As far as getting the mileage out of it, this is what I generally have on my scouts ATM and it's plenty for a great buffer between engagements. The regen rate is nearly twice that of the minmatar assault. The only thing that the minmatar has is amount of shield, which IMO, past 300 doesn't mean nearly as much recharge delay/rate especially when you're talking about 4 extra seconds and nearly half the recharge rate.
2. I'm not talking about other scouts. I'm only comparing the M.A. and A.S. If a a sentinel had 100 more armor than another it wouldn't mean much considering they tend to break 1,000 ehp. This 100 would be a crazy increase for a scout but it doesn't mean anything when comparing sentinels. I would much rather have the natural armor reps from the gallente scout but that doesn't matter either, the point is 35 base ehp is hardly worth bragging about, especially going from a light to a medium assault suit that is meant for frontline action. As far as slots go, low slots are more useful for ehp tanking. I'm not sure on the math but I'd be willing to bet that the amarr scout could tank as much or more health than the minmatar assault.
3. I honestly don't even know what flame-bait means but if you're claiming that it's the principle of the matter (that the speed should be limited from tier to tier) then I'm sure you wouldn't mind the assault getting pushed back to 99% of the Amarr scout's speed. This would abide by this arbitrary restriction and make virtually no difference in playability, hence my point that the speed advantage is worthless. If the HP was significantly lower, then I'd agree with you, but it isn't. The minmatar assault is more like a scout than an assault in terms of speed and health, yet they're not expected to run from other "more powerful" suits. Strafing matters, I agree, but not 0.05 m/s. The stamina allows the scout to continue jumping in a CQ fight against anything and still have time to run and dodge and jump some more. This is why I'm killed the most as a scout: Not able to escape. Current scouts without regulators can jump a couple times and run around a nearby corner if they have full stamina. In those situations, stamina is gold, not necessarily speed.
4. Again I'm not concerned with the other scouts, as this thread is about the comparison between the Amarr scout and the Minmatar assault. If you want to see some interesting math with regards to other scouts, check out my last few posts.
1. Jebus-zombie-christ, learn to do math you primate! The recharge rate isn't remotely close to twice as much, it's about 33% higher. A Proto Minmatar Assault has a shield recharge of 22.5, and the Amarr Scout is fixed at 30, that's a difference of 7.5 hp. As mentioned, this is largely irrelevant as the Amarr has a fraction of the shield potential compared to the Minmatar assault. In terms of base ehp, the Minmatar Assault has an advantage of about 69 hp before any tanking mods are concerned. This is with passives: 150 Shields + 25% from Shield upgrades and 135 Armor + 25% from Armor Upgrades = 187.5 + 168.75 = 356.25 the Amarr Scout has: 60 Shields +25% from Shield upgrades and 170 Armor + 25% from Armor Upgrades = 75 + 212.5 = 287.5
You say the Amarr Scout can have 281 shields with bonuses... let's take a look: 75 base shield (with upgrades bonus) + 2 complex extenders (66hp, with 10% max extender bonus, so 72.6) = 220.2... that's alot less than the 281 shields you said they had. Frownie face. Once again, learn to do math, primate! You were already completely and totally wrong on two major calculations... it makes me want to recheck your other math.
This is before any slot advantages or gear is decided, the hp advantage is more than a complex extender. Let's brick it now!
The Minmatar Assault can fit 5 Complex Extenders and 2 Complex Plates... wow, so strunk. This makes for a total of 550 Shields and 460 Armor. Total Ehp of 1010. Movement speed is down to 4.8 m/s with all this on.
The Scout's max shields, as mentioned, are 220hp, so the extent to which the scout can leverage it's "shield advantage" of 7.5 hp/s is against shields that are 330hp higher. Awesome. With 4 complex Armor plates, the scout could 806.5 hp to its shield total of 220.2, for a grand total of 1026.5 Ehp. Of course, the bad part is the Scout also receives TWICE the speed -5% speed penalty for equipping twice the plates against a suit he was already slower than! Whoopsie!
So, 1010hp vs. 1026.5hp. That's a nice 16hp advantage the scout has, but at what price? a. Twice the speed penalty (the highest possible speed penalty of 5% as well) There is no stacking penalty on speed penalties, which makes for a considerably slower Amarr here. b. No regen for the most part - about 80% of the scout's hp can't regen at all, most of the Minmatar's shield hp can regen (more than half of it) and he has innate if low regen on his armor. c. In either case, brick tanking like that isn't terribly practical.
Verdict? Minmatar win.
2. It was for reference, but the hp difference between the Min.Ass/Ama.Sco is ALSO larger than the hp advantage the Amarr Assault enjoys over the Caldari/Gallente Assault. The main point here is the hp advantage you're minimizing is larger than the hp advantage that is a balancing factor for the Amarr Logi/Assault vs. the other Assaults/logis, as it also used a rationale for making the Amarr slower than the other scouts, etc. The difference is LARGER than that one, both Assault and Scout. As for how that hp difference expands in practice, see above. You're negating a difference that expands to more than an unbonused Complex Shield Extender. Are those useless? People seem to fit them. You said you do.
Dren and Templar equipment stats, wrong since release.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3350
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Posted - 2014.02.07 07:26:00 -
[7] - Quote
Toby Flenderson wrote:
3. I honestly don't even know what flame-bait means but if you're claiming that it's the principle of the matter (that the speed should be limited from tier to tier) then I'm sure you wouldn't mind the assault getting pushed back to 99% of the Amarr scout's speed. This would abide by this arbitrary restriction and make virtually no difference in playability, hence my point that the speed advantage is worthless. If the HP was significantly lower, then I'd agree with you, but it isn't. The minmatar assault is more like a scout than an assault in terms of speed and health, yet they're not expected to run from other "more powerful" suits. Strafing matters, I agree, but not 0.05 m/s. The stamina allows the scout to continue jumping in a CQ fight against anything and still have time to run and dodge and jump some more. This is why I'm killed the most as a scout: Not able to escape. Current scouts without regulators can jump a couple times and run around a nearby corner if they have full stamina. In those situations, stamina is gold, not necessarily speed.
4. Again I'm not concerned with the other scouts, as this thread is about the comparison between the Amarr scout and the Minmatar assault. If you want to see some interesting math with regards to other scouts, check out my last few posts.
3. Flame-bait refers to the topic title being sensationalist to troll for responses. The implication from the title is that the difference is stark; in reality the speeds are about equal. The principle of the matter is that scouts as a class are defined by speed, and up till now, even the slowest scout could claim that with a fair margin over the fastest assault. The issue isn't so much that the Minmatar assault is "faster" per se, but that it matches the speed if nothing else. The .2 difference the Gallente Scout has over the Minmatar Assault is noticeable.
A shift to 99% of the Amarr Scout's speed doesn't solve it, it just reverses the marginal difference. To fill the roll, they need to have at least that noticeable edge in speed over the fastest assault.
This is different from the role of most suits, because scouts are defined by their speed advantage. I disagree that jumping is a good proxy for speed or hp, and I loathe bunny-jumping stupidity in general. Strafe and move speed is useful regardless of your stamina, stamina is not.
4. I already answered that post.
Dren and Templar equipment stats, wrong since release.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3350
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Posted - 2014.02.07 07:46:00 -
[8] - Quote
Toby Flenderson wrote: Do you even jump? Seriously people are so focused on running in straight lines when most of the time ability to jump around your target (especially heavies) is what keeps a scout alive. I'd say most of my deaths in engagements as a scout arise from not being able to escape/jump to safety.
If you have a current minmatar logi and you want to run it as a hacker, you don't just take the bonus and run with that. You skill into code breakers and load it up so that you can insta-hack. In this way you're maximizing your advantage. If you're not doing this with your suits, you're doing something wrong.
As far as practicality is concerned, I value stamina over dampening in the current build. No one is going to be complaining about getting scanned when they can run cloaks and avoid most of them completely, but that's beside the point. It's stupid to think that just because the advantage you get from biopics isn't either completely useful or completely useless as is dampening, that it doesn't matter. Think about how often fast you can use stamina and think about how fast the Amarr will recover. It's almost erasing the stamina restriction for the drop suit with a complex module. You can get it all back in seconds and just run for another minute. This is a huge difference in the scope of an entire match. Say you play a 15 minute match as the amarr scout. You could sprint for a minute every 6 seconds. This means that every 10 minutes of sprint requires 1 minute of rest. So out of an entire match you will spend less than 1.5 minutes not running. I'm not even sure you could fill that time with reloading.
This reminded me that I forgot to include the biopics passive skills in my calculations. Either way it will effect the Amarr scout more than the rest, so it would've only exaggerated my point.
As far as speed goesGǪ The suit has 4 low slotsGǪ Use them.
You act like jumping is a cure-all.. it isn't. You're fixed in an easily targetable arc while in the air, strafing on the ground allows to change directions and play a second to second role in evading attacks. Running in straight lines isn't the only use of stamina, but closing the distance to objectives, etc. is why people mention it. I'd agree it's silly to be focused on running in straight lines. Being able to move faster without sprinting in general is more useful, 100% of the time.
If most of your scout deaths result from not jumping, I'm not even sure what to say. It's apparently not enough for you to consider the higher stamina suit though, regardless.
Maximizing bonuses is a useful way to play, and getting the max hacking bonus can indeed be useful. However, letting a bonus cover for a module instead of fitting one is another way to play it. To suggest that getting flexibility out of your suits is a bad idea means YOU'RE doing it wrong. You also happened to be using this argument with the one class that arguably needs it least. The Amarr Scout already has the highest Stamina out of the box, and more and more stamina is questionably useful compared to something like faster hack speed.
There's an upper limit of the value of stamina... unless you're addicted to jumping non-stop for some reason. You're the only person in this whole thread that feels that would be useful, and even you don't want to play the Amarr scout. I'd say that effectively makes it a non-reason.
Cloaks won't completely solve the dampening problem, as math in other scout threads has shown. Considering the restrictions on cloaks, the dampening will still be a large factor when your cloak isn't up as well. As for the possible uses of stamina WITH the module, considering the Amarr already has the highest stamina and recharge, he's already got ridiculously good stamina with a complex module and NO bonus. As I said, there's no threshold with stamina like there is with dampeners (avoid X scanners), if the + biotics bonus to stamina isn't enough, and the Amarr Scout (with a different bonus) fits a complex regulator.. he'd still have really really good stamina. More than enough. Still better than every other scout, and just as marginal and pointless to most gameplay. A minute is a lot, but an Amarr Scout running a complex regulator with NO class stamina bonus still gets about 50 seconds. That's... more than enough time?
As far as the low slots and speed, that's just an ignorant statement. The only low slot mods that impact movement speed, lower it. The best you can do is increase sprint speed, which has stacking penalties, high cost, and does jack for movement/strafe.
Dren and Templar equipment stats, wrong since release.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3369
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Posted - 2014.02.07 19:20:00 -
[9] - Quote
Korvin Lomont wrote: I know the currently known Amarr scout bonus seems week but CCP alreday acknowledged that so we have to see what will happen here.
Can you link me to where CCP acknowledged the scout bonus being weak?
Dren and Templar equipment stats, wrong since release.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3379
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Posted - 2014.02.07 22:11:00 -
[10] - Quote
Toby Flenderson wrote: I'll respond to the rest of you later tonight but to whoever called me a primate you can go **** yourself. Anyone can make honest mistakes in assumptions/spreadsheets, it doesn't mean anything other than they were mistaken about how a skill in a video game stacks and that reading huge spreadsheets on a cell phone can lead to misreading the cells.
All humans are primates, genius.
Dren and Templar equipment stats, wrong since release.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3387
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Posted - 2014.02.08 04:26:00 -
[11] - Quote
Toby Flenderson wrote: 1. Read my post. I said that I didn't include suit bonuses for simplicity. If I did then the stamina stats would've been much higher on the Amarr side but you conveniently ignored that. I was basing it off of 30 vs. 18 which is just about right in between rounding up and rounding down from 33% to double. Either way, you're ignoring the point that the Amarr has just better regen than even a proto assault.
I misunderstood how the passive skill worked and addressed it in an earlier post. You got me, I made a mistake. Moving on, my argument still stands. The two shield extenders would still make a great buffer, especially if it comes back in the time it takes for another suit to chase you around corners, assuming you're running and jumping out of the gun fight if need be. I don't know if you've noticed how quick TTK is, but 10 seconds to wait for your shield to even start coming back can easily lead to being picked off by another enemy or a returning Amarr scout. I don't see how you can just ignore the difference in delays/recharge just because the minmatar can tank more shield.
Feel free to double check the rest of my math, I encourage it. I'd rather be corrected than be accused of making a dishonest case for the Amarr scout. Just because I made a mistake doesn't negate everything I'm saying though. I concede that the correct shield calculation/ehp comparison makes a better case for the ehp advantage to be more significant. It's still, IMO, not the most important thing to have in a suit.
I wouldn't run a scout like a tank so you can talk about stacking complex plates on it all day but I'd much rather just rely on an SMG and sneak attacks. It's funny that you seemed to have taken this argument into a "the minmatar assault is WAY better at being a tank than a scout" when it started as a speed thing but whatever. When I can take down heavies with a toxin smg and an advanced scout suit just by jumping around/over them, I don't need 1000+ ehp. I'm not trying to brag, but it can and is being done by more than just me. This leads me to my next point about valuing jumping.
People say it's so easy to hit people that are jumping and I agree if they are further away. This is not the case when someone charges straight at you with a weapon that's meant to spray and pray as you dance around them in circles. It simply works. I use the agility to my advantage but once you're out of sprint you're just as slow as the rest. Strafing is not necessarily superior to jump shotting IMO. It puts you on an equal playing field with a suit that may have 2-3 times your ehp. What those suits can't do is jump over your head or past you, causing you to have to 180 to being firing again. I'd consider the "you can track their trajectory when they jump" argument more if it were actually true in my experiences but it's simply not.
You've ignored equipment completely. Scouts can also logi spam to an extent. Also get past many scanners. I'm going to move onto another post, I have a lot of people to respond to. Feel free to pick at my math again, but honestly the ehp was the least of my concerns considering I expected it to be much higher considering we were comparing a light to a medium suit.
1. This is really a case where "for simplicity" becomes duplicity. It's frankly disingenuous to say the class has twice the recharge when the class bonus would have to present to use a proto version of the suit in the first place. There's a large difference between 200% (double) and 33%. Saying the Amarr has a higher stamina bonus in this case would be irrelevant to any tanking argument. I've already made the case that the stamina presents no real advantage to the Amarr from a tanking perspective, so, yes - I'm ignoring the "advantage" of the bonus that I'm telling you is worthless to begin with. If I don't value the bonus to begin with, why would I count it as an asset to tanking/comparison with the Minmatar?
I wouldn't say I was "ignoring" the fact that the Amarr Scout has 7.5 hp/s more shield recharge though. I was pointing how little value that has relative to the Minmatar, as there's a very hard and relatively low cap on the shields that the Amarr can fit. In the full-tank scenario, this is especially evident. A fraction of the the Amarr Scout's hp has any innate regen at all, and as mentioned - lowest base shields in the entire game. The Minmatar has more than twice shields of the Amarr Scout at base, and can fit 3 more shield extenders. Basically, the Amarr lacks the stats to leverage the very small shield advantage against a suit with much better shield tank.
In a scenario where we're talking about ducking behind and strafing around corners to regen shields, the Amarr Scout has already sacrificed any speed-related edge they might have over the assault. The point isn't to advocate a full brick tank, which isn't to either's strength. But to point out that it can't tank better AND it has no speed advantage either. Speed is the typical way to compensate for scout-squishiness. The Amarr won't have that, but will still be squishy relative to assault. You can't dance around a unit that is just as fast as you, not better at least. You'll still be weaker too.
Back on jumping... this is part of the reason that some cardio regulators will give more recharge than max stamina. If you had 200 stamina and 10/s stamina regen - you'll recharge your stamina in 20 seconds. Give both a fat 50% bonus. Your stamina is now 300 and your recharge is 15/s. How long does it take your stamina to recharge now? Also 20s. How about 25%? 250 stamina and 12.5/s. Still 20. So, there isn't actually a stamina-related boost on the Amarr side for more jumps, any even bonus to both stamina and recharge rate will result in an identical time period to recharge to full. This means a %-based stamina drain like jumping won't be easier.
Dren and Templar equipment stats, wrong since release.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3387
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Posted - 2014.02.08 04:45:00 -
[12] - Quote
Toby Flenderson wrote: You completely missed my pointGǪ Either the similar speeds are a problem or they're not. I claim they're not. You obviously think they are, otherwise you wouldn't be complaining so much about it. This leads us to two possible reasonsGǪ
This is a straight-up false dichotomy. There is no reason to say there can only be two possible reasons. What is true? You think it's not a problem and I do - exactly that much.
Toby Flenderson wrote: 1. The speed affects the playability of either suit. By this, I mean that if either suit were given a 0.05m/s buff/nerf, people would notice. This is just ridiculous and untrue. No one would notice the difference, and even if someone could, they should not be complaining about something so minuscule.
This is a non-argument. You can say "speed affects the playability of either suit". I agree with that statement because I think speed makes a large difference. What does NOT follow from that is that a .05 m/s buff/nerf is noticeable. It's a complete non sequitur - the two statements have nothing to do with each other. The fact that the the Amarr Scout isn't noticeably faster (e.g. - scout speed advantage) is exactly the bad part. That's how speed affects the playability of the scout - by failing to give the scout a speed advantage over a better tanked suit.
Toby Flenderson wrote: This leaves us with reason 2GǪ 2. The principle that scouts should be faster than assaults. I'm saying I'd be perfectly ok to nerd the Amarr scout to 99% of the Minmatar assault speed. If this were to happen then the second argument would be nullified and we would live in virtually the same universe where they're basically the same speed and no one can tell. But, after this nerf, no one using the 2nd argument could complain about it further.
This completely solves the problem for argument 2. If you want a noticeable difference, pick a different scout suit, or make this one faster with kin cats. You can't have everything (speed, stealth, regen, etc.). Pick what's important to you and stop complaining.
Strafe speed is good for suits that can't afford to jump past enemies. If you disagree that jumping makes you a harder target to hit close range then we are at an impasse on that subject. I understand that speed is important but the Amarr scout is still fast enough to do what scouts can do, and if they're not, they just sacrifice a low slot (easy, since they have 4) to bring them back up to other scouts.
You're missing the point - whole point of this thread actually. The point is to have a noticeable difference in the speed of the Amarr scout. The phrasing of the title may suggest that even a slight bonus would rectify the situation, but I didn't write the title nor explain my position in those terms. Scouts need to have a noticeable speed advantage over assault to compensate for the lack of hp, and the Amarr does not have this. The Amarr aren't getting speed, stealth, or regen in comparison to other scouts. The speed isn't enough because they lack the actual speed advantage, both against an assault (which can out-tank them) and against other scouts. Saying to slot a kincat will do nothing for the strafe/combat speed, since it only boosts sprint speed.
I pointed out math-wise in the previous post that the Amarr stamina bonus doesn't actually let them jump "more", they will jump exactly the same and regen enough for another jump in the exact period of time with or without the bonus.
Dren and Templar equipment stats, wrong since release.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3387
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Posted - 2014.02.08 05:18:00 -
[13] - Quote
Toby Flenderson wrote: Spoiler: Clipped original post to make roomGǪ
If you're going to take every chance you can to point out a mistake I've made then I may as well reference Anchorman and laugh at " Being able to move faster without sprinting in general is more useful, 100% of the time". Being able to always sprint on average makes you faster than any other suit in the sense that you can always be sprinting. They have to catch you in the 6 seconds in between every minute of spiriting to be firing at a target that isn't walking. This gives the Amarr scout an effective speed advantage against any suit who doesn't have as much stamina as they do at the time of the engagement.
This ignores the speed factor. Sprinting has a limited utility in the since that you can't directly act (fire, etc.) while doing so, and your path is necessarily linear and forward. You can't sprint backwards. You can't sprint sideways in an engagement. Your ability to sprint or move around small obstacles/close quarters is hampered by how Sprinting functions. So, yes, better 100% of the time with respect to usefulness. As for the speed factor itself, all the scouts will will close the distance when sprinting at the Amarr in the same time frame.
Toby Flenderson wrote: People really need to learn how to read. I never said i was or wasn't getting this suit. I won't do it out of peer pressure but if I don't it will be a mixture of factors such as the millions of skills I have into the scan range/profile/dampening and kin cats. These would compliment the other scouts more and to use the Amarr scout as I have described would require skilling into shotguns and cardiac regulators to take advantage of the suit. Just because I don't typically use the current scouts that way does not make my points in any way invalid or dishonest. I reference the heavy suit analogy againGǪ By this logic, anyone who has ever thought that a heavy suit could be useful in CQC but didn't skill into them would be a hypocrite for acknowledging the benefits of the suit but not skilling into heavy suits/weapons right away.
Just going by:
"The decision regarding which suit to choose is not dependent on the stats as much as my play style. That being said, a slower scout is not my style, but it may ultimately be able to travel more effectively than the rest overall."
You gave me the impression that a "slower" scout wouldn't be your style? The scout being slower is exactly why we want it changed, and you're disagreeing with us on that point despite being "less" inclined to use it for exactly the same reason. That's why it seems relevant.
Toby Flenderson wrote: The upper limit is virtually never having to worry about sprinting/jumping around corners if you're being shot. This is incredibly useful and if we disagree then I don't know what to say.
The bonus also effects the recharge rate. 10 seconds can mean the difference between getting around a corner or not. The next time you're playing count 10 seconds worth of sprinting and try to imagine not having that every time you go to use it. It's enough of a bonus to notice the difference. We're not talking about what's "enough" as the normal hack speed is "enough" for everyone who isn't running a minmatar scout or code breakers. It's about excelling in a stat, not getting just enough to move around the map slightly more effectively than medium suits.
Again, you don't actually get to jump more, you'll jump exactly the same number of times and wait just as long. Sprinting will require turning your back...
Toby Flenderson wrote: That's cute, about the movement speed and low slots. I forgot that when people talk about speed tanking they mean strafe speedGǪ No. Sprint speed is clearly more important and they make modules especially for that. If you want the fastest scout, don't get the Amarr, plain and simple. If you want the most mobile suit, pick the Amarr scout and put a kin cat on it.
We're referring to movement speed because the exact term in game for movement speed is.... well, movement speed. Sprint speed is something completely different, both stamina and action limited. All the scouts will have a sprint speed advantage over the Amarr assault AND the movement speed one. The Minmatar Assault will have comparable sprint/movement. Being able to stack slots is questionable as the stacking penalties hit really hard after 2 kincats for dimininshing returns that probably wouldn't be worth it, while two low slots on other suits isn't impossible to come by.
Again though, the thread was originally more about the comparison between the Amarr Scout and the Minmatar Assault specifically, and wanting a marked gap between "roles". No one is asking for the Amarr to be the "the fastest scout" as you say. We're asking for a noticeable edge over assaults.
Toby Flenderson wrote: I made up a hypothetical heavy suits with a difference of 100 hp to demonstrate a point, so I don't know why you're referencing real suits and implying that I was making a claim about them.
From your message saying: "if a a sentinel had 100 more armor than another it wouldn't mean much considering they tend to break 1,000 ehp" I was attempting to intimate that you might be off in the sense of scale of suit differences, by pointing out the actual size of the gap. You suggest that a intra-sentinel gap of 100 hp wouldn't be a big deal because of the scale. The gap between the Amarr and Gal/Cal Heavies is 45 hp (that's the "advantage" the Amarr is given inside the same class). The fact the suit difference MinAss/AmSc was larger than the heavy difference was meant to imply you should check your numbers more closely (given your sense of 100hp not being a big deal there).
Dren and Templar equipment stats, wrong since release.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3392
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Posted - 2014.02.08 22:41:00 -
[14] - Quote
Toby Flenderson wrote:Angry mob of Dust 514,
I'm sorry but I think I'm done posting in this thread. Every time I come back I spend a couple hours responding to like 5 people trying to tear apart paragraphs with more paragraphs.
Say what you will but it's simply not worth it to continue these arguments as they are all almost identical but different enough to respond to individually.
My bottom line is that I think the Amarr scout will be fine as it is and it doesn't bother me that an assault suit is faster than it.
If you want the last word then keep posting and I will read the responses with an open mind, but I hope at least someone looks back and does the same.
Until another scout thread appears, Toby
The bottom line on our end is that you ignored every argument, made up straw men that we weren't arguing for, and blithely refused to answer when faced with evidence like the Amarr not actually being able to jump more often than others (which was the crux of your Amarr advantage in many cases). You made the argument about the speed difference between the Minmatar and Amarr not being large (which was conceded before you even showed up in the thread), but you continued attacking that anyway.
If you're done, I won't bother dissecting the tragedy against logic and mess of misdirection that was your former reply.
Hoping you learn math some day, Zeylon
Dren and Templar equipment stats, wrong since release.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3410
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Posted - 2014.02.10 01:49:00 -
[15] - Quote
Kelrie Nae'bre wrote:This is a good read.
It hadn't occurred to me before, but the Amarr will be a HUGE scout anomaly if they don't adjust the speeds.
The "slowest" scout in the game right now is the Gallente scout, which still has a notable speed advantage on the Minmatar Assault. They're adding two scouts: Caldari and Amarr. The Caldari will be as fast as the Gallente, so - there's still a scout speed advantage over assault there.
The Amarr is the only one in the game without the notable speed advantage over assaults. But the Amarr still has crap hp, so it both lacks the speed advantage afforded every other scout, and it's just as weak in terms of hp. You'd be a fool to skill into this ill-conceived suit.
I threw up a post sort of about this on a petition to change the bonus in Feedback, but it was basically the point that the Amarr are not the slowest race across the board in EVE - and especially not when speed is required. From the EVE interceptor (fast ships) speeds:
Exactly right. People over-think the racial paradigms business. The Amarr make some of the fastest ships in EVE... when the goal is to make the fastest ships. They do not try to make everything slow and tanky regardless of role, because that would just be stupid.
The Amarr interceptor Crusader is faster than all of the Caldari and Gallente Interceptors, and only beaten by one of the Minmatar ships, the other Amarr interceptor is ALSO faster than every Caldari and Gallente Interceptor, and only matched and beaten by the Minmatar ships: Amarr Crusader -455 m/s Amarr Malediction -435 m/s Caldari Crow -430 m/s Caldari Raptor -420 m/s Gallente Taranis -420 m/s Gallente Ares -425 m/s Minmatar Stiletto -435 m/s Minmatar Claw -475 m/s
In the speed race there (at base anyway), Amarr has 2nd place, and a tie for 3rd. The Amarr are inflexible about religion perhaps, but their combat strategies show that when agility is demanded - they can handle it. It's just food for thought when people talk about the Amarr needing to be slow and high armor... even when it makes no sense.
Dren and Templar equipment stats, wrong since release.
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