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KING CHECKMATE
Tal-Romon Legion Amarr Empire
4429
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Posted - 2014.02.07 04:23:00 -
[91] - Quote
ugg reset wrote:Awry Barux wrote:Also, Amarr scout bonus is trash compared to other bonuses. Other suits receive the equivalent of a complex module or more from the suit bonuses, while the Amarr scout gets less than a basic cardiac reg. Scouts already have insane endurance. the amarr suit will compound this and leave room for other mods. don't sell it short.
SCOUTS ALREADY HAVE INSANE ENDURANCE?
An amarr Assault has 200 stamina same as any scout, 210 with biotics...
the bonus to stamina is 30.
not 50.
not 100.
3 0
Stamina NEVER saved anyone from being shot at, not with AA mighty powers.
Now, for the ''DONT sell it short'' part. The amarr scout is the one with the most crappy bonus, AKA: The worst of scouts. 40 more armor than gallente and 30 more stamina compared to other scouts are JUST NOT WORTH IT.
He will need to SPEND a low slot to equip a cx profile dampener to have the same db as a Gal scout at level 5. He will need to spend 1 low slot on a basic range amplifier if he wants to E-war, thing that both CALDARI and GALLENTE scouts have. Not to mention the amount of slots needed to surpass a Minmatar scout speed OR Hacking capabilities AND the fact he will never be able to cause as much damage with NKnives.
In the GAl vs Amarr part: a Gallente can equip a complex reactive plate ,and have similar (or more) Armor than an Amarr AND having 5 armor rep per second. Thing the Amarr would need a low slot for a complex armor rep and a SECOND slot , to surpass the Gal scout's current HP.
I could agree if the amarr scout had MORE H & L Slots , but the fact is, they dont and they will never have. they have a bonus that can be replicated by ANY OTHER SCOUT with 1 MLT cardiac regulator (if needed) and nothing else to brag for...
Amarr vs: Minmatar: Faster, 3x Sidearm damage mods worth in bonus, 1 Complex Code-breaker worth in bonus ( which is an EXPENSIVE module to fit),balanced slot layout 3L 3H. Gallente:Faster, 1cx profile dampener with in bonus, 1 Basic Range amp worth in bonus, has 40 less armor than the amarr,but compensates with Speed + 10 Shield HP + 3 armor rep per sec. Caldari:Has the ability to SHIELD tank,having great shield regeneration proprieties and high slots. Greatest E-War suit with both Basic Range amplifier and complex precision enhancer as a bonus. Faster of course.
What does the amarr have? mr. Dont sell it short?
AceOfJokers666 [ + ] AimBot / VALOR / MAG
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Nocturnal Soul
Fatal Absolution Public Disorder.
1844
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Posted - 2014.02.07 04:33:00 -
[92] - Quote
The only good bonus the Amarr ever had was the heat reduction bonus and the uplink bonus( post 1.8) all the rest of them need slight tweaks( heavy) or they're just complete ass ( scout )
New born sAMARRi
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Toby Flenderson
research lab
246
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Posted - 2014.02.07 04:41:00 -
[93] - Quote
Nocturnal Soul wrote:I don't care what anyone thinks, its just bullshit that an assaults suit base speed is faster than any scouts it just defeats the purpose of being a scout and should be change ASAP
Maybe wait until the suit is released before trying to change currently existing suits?
Anyway, this is pretty ridiculous to say. Consider the advantages of the minmatar assault (M) vs. the amarr scout (A)GǪ
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
I've chosen not to include role bonuses for simplicity, as I was pretty sure my point was made already by the above comparison.
Take note that not only are the M advantages less important/practical (melee, 1hp/s, speed, etc.), they are also extremely small improvements from the amarr suit. If you take a look at some of the A advantages, I'd argue that just about all of these are more important and I wouldn't trade any of them for anything in the M > A column. They are also clearly much higher increases (sometimes even doubled that of the minmatar suit).
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.
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Nocturnal Soul
Fatal Absolution Public Disorder.
1846
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Posted - 2014.02.07 04:48:00 -
[94] - Quote
Toby Flenderson wrote:Nocturnal Soul wrote:I don't care what anyone thinks, its just bullshit that an assaults suit base speed is faster than any scouts it just defeats the purpose of being a scout and should be change ASAP Maybe wait until the suit is released before trying to change currently existing suits? Anyway, this is pretty ridiculous to say. Consider the advantages of the minmatar assault (M) vs. the amarr scout (A)GǪ 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 I've chosen not to include role bonuses for simplicity, as I was pretty sure my point was made already by the above comparison. Take note that not only are the M advantages less important/practical (melee, 1hp/s, speed, etc.), they are also extremely small improvements from the amarr suit. If you take a look at some of the A advantages, I'd argue that just about all of these are more important and I wouldn't trade any of them for anything in the M > A column. They are also clearly much higher increases (sometimes even doubled that of the minmatar suit). 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. Honestly I didn't even know it was that small of a difference when I read that I just assumed it was by like 3-5 of a tenth faster but know that someone's shown the math I really don't care anymore. But what is just absolute **** is the amarr bonus.
New born sAMARRi
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3347
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Posted - 2014.02.07 05:06:00 -
[95] - 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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Toby Flenderson
research lab
247
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Posted - 2014.02.07 05:17:00 -
[96] - Quote
ugg reset wrote:Magnus Amadeuss wrote:ugg reset wrote:Awry Barux wrote:Also, Amarr scout bonus is trash compared to other bonuses. Other suits receive the equivalent of a complex module or more from the suit bonuses, while the Amarr scout gets less than a basic cardiac reg. Scouts already have insane endurance. the amarr suit will compound this and leave room for other mods. don't sell it short. How many times does this need to be repeated? 5% per lvl to stamina and regen is worth less than a basic moduleThat is amarr scout's ONLY bonus. The rest of the suits get the equivalent of AT LEAST 3 mods worth of bonuses (1 complex, and 2+ basic). This is why the stamina bonus being the ONLY bonus is absolutely garbage.
I'm pretty sure that people pick a suit that has a bonus that compliments their play style. It then makes sense to continue to add modules that increase this stat even further. Add a complex module of the corresponding scout skills to that suit (i.e. cardiac regulator to the amarr, profile dampening to the gallente, hacking speed to the minmatar, etc.) and you'll see that, compared to any other suit using the same module, the percentage increase is highest for the Amarr scout's stamina bonus.
For example, consider the bonuses of the Amarr scout vs. Gallente scout while each adds a complex module of their own type.
For the Amarr scoutGǪ (Consider module skill passive multiplier as well in calculation) Effective Stamina = Base * Bonus * Module = 225 * 1.25 * 2.1 = 590.625 Effective Recovery = Base * Bonus * Module = 40 * 1.25 * 2.1 = 105
For the Gallente scout Effective Stamina = Base * Module = 200 * 2.1 = 420 Effective Recovery = Base * Module = 30 * 2.1 = 63
Now look at the percentage increase from using the Amarr scout over the GallenteGǪ
Stamina % increase = (difference in suits)/Gallente stats = (590.625 - 420)/420 = 0.40625 (40.625% increase) Recovery % increase = (difference in suits)/Gallente stats = (105 - 63)/63 = 0.666GǪ (66.666GǪ% increase)
For the Gallente scout Range = Base * Bonus * Skill * Module = 20 * 1.25 *1.5 * 1.45 = 54.375 Profile = Base * Bonus * Skill * Module = 35 * 0.75 *0.9 * 0.75 = 17.719
For the Amarr scout Range = Base * Skill * Module = 20 *1.5 * 1.45 = 43.5 Profile = Base * Skill * Module = 35 *0.9 * 0.75 = 23.625
Range % increase = (difference in suits)/Amarr stats = (54.375 - 43.5)/43.5 = 0.25 (25% increase) Profile % increase = (difference in suits)/Amarr stats = (17.719 - 23.625)/23.625 = -0.25GǪ (25% increase)
Note that for the profile reduction, we count a negative decimal as a percentage reduction, which is considered a "positive" increase in efficiency.
As you can see, when considering the advantage of using the Amarr scout suit with a corresponding complex module (which I'm sure most people usually tend to do) is much higher than using a Gallente scout with a corresponding complex module.
I did the rest of the calculations a while back but never posted them (obviously tedious). I'm fairly certain that the 110% increase that a complex cardiac catalyzer mixed with an already 25% suit bonus multiplying by the highest base value of a drop suit stat will beat any other increase from any scout suit bonus with a complex module.
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.
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Toby Flenderson
research lab
247
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Posted - 2014.02.07 05:18:00 -
[97] - Quote
Nocturnal Soul wrote:Toby Flenderson wrote:Nocturnal Soul wrote:I don't care what anyone thinks, its just bullshit that an assaults suit base speed is faster than any scouts it just defeats the purpose of being a scout and should be change ASAP Maybe wait until the suit is released before trying to change currently existing suits? Anyway, this is pretty ridiculous to say. Consider the advantages of the minmatar assault (M) vs. the amarr scout (A)GǪ 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 I've chosen not to include role bonuses for simplicity, as I was pretty sure my point was made already by the above comparison. Take note that not only are the M advantages less important/practical (melee, 1hp/s, speed, etc.), they are also extremely small improvements from the amarr suit. If you take a look at some of the A advantages, I'd argue that just about all of these are more important and I wouldn't trade any of them for anything in the M > A column. They are also clearly much higher increases (sometimes even doubled that of the minmatar suit). 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. Honestly I didn't even know it was that small of a difference when I read that I just assumed it was by like 3-5 of a tenth faster but know that someone's shown the math I really don't care anymore. But what is just absolute **** is the amarr bonus.
Hahaha I just posted more math explaining why the bonus is amazing. |
KING CHECKMATE
Tal-Romon Legion Amarr Empire
4432
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Posted - 2014.02.07 05:21:00 -
[98] - Quote
Toby Flenderson wrote:
Hahaha I just posted more math explaining why the bonus is amazing.
AHAH SWEET! I will be looking forward to squadding up with you an YOUR PROTO AMARR SCOUT , see how well it fares vs my Gal scout ok?
:3
(YOU ARE , after all, going to use the Amarr Scout right? Since the bonus is sooo amazing there is no other suit that can compare...?)
AceOfJokers666 [ + ] AimBot / VALOR / MAG
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3348
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Posted - 2014.02.07 05:25:00 -
[99] - 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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Toby Flenderson
research lab
247
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Posted - 2014.02.07 05:36:00 -
[100] - Quote
KING CHECKMATE wrote:Toby Flenderson wrote:
Hahaha I just posted more math explaining why the bonus is amazing.
AHAH SWEET!I will be looking forward to squadding up with you an YOUR PROTO AMARR SCOUT , see how well it fares vs my Gal scout ok? :3 (YOU ARE , after all, going to use the Amarr Scout right? Since the bonus is sooo amazing there is no other suit that can compare...?)
I'm not saying it's better than any other suit, I'm saying that the claims that it's bonus is very small in comparison with the other 3 scout suit bonuses is false when you consider the extremely likely probability of "tanking" the bonus with a module.
I prefer the current Gallente scout and already have the range skills maxed out and planned on becoming a stealth/radar beacon because that's my play style most of the time. I have the kin kats maxed as well for my minmatar scout if speed tanking becomes viable again.
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.
I see that you're trying to trap me into admitting that I will probably not choose the Amarr scout and implying that my previous post does not reflect how I feel about the suits myself. Neither are true. |
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3349
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Posted - 2014.02.07 05:43:00 -
[101] - 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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KING CHECKMATE
Tal-Romon Legion Amarr Empire
4437
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Posted - 2014.02.07 05:49:00 -
[102] - Quote
Toby Flenderson wrote:
I'm not saying it's better than any other suit, I'm saying that the claims that it's bonus is very small in comparison with the other 3 scout suit bonuses is false when you consider the extremely likely probability of "tanking" the bonus with a module.
I prefer the current Gallente scout and already have the range skills maxed out and planned on becoming a stealth/radar beacon because that's my play style most of the time. I have the kin kats maxed as well for my minmatar scout if speed tanking becomes viable again.
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.
I see that you're trying to trap me into admitting that I will probably not choose the Amarr scout and implying that my previous post does not reflect how I feel about the suits myself. Neither are true.
Look bro.
Facts are facts. Stamina is fun, but unless i get something like 100% Melee damage to go with it, its useless. I wouldn't use the Amarr scout even if it had 200% Stamina and Stamina recovery per level.
Why? The same reason why YOU wont spend a single SP on the damn suit. Because it sucks.
Now stop trying to convince people who ACTUALLY WANT TO SPEC IN THE SUIT , that its good, if your not even going to use it yourself. ok?
STamina is a sh**- bonus doesnt matter how you try to cover it:
+100% Stamina and Stamina regen < 25%Profile dampening +100% Stamina and Stamina regen < 25% Scan Radius +100% Stamina and Stamina regen < 25% NK Damage +100% Stamina and Stamina regen < 25% Hacking speed +100% Stamina and Stamina regen < 25% Scan precision
GOT IT? good.
AceOfJokers666 [ + ] AimBot / VALOR / MAG
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Nocturnal Soul
Fatal Absolution Public Disorder.
1849
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Posted - 2014.02.07 05:54:00 -
[103] - Quote
Toby Flenderson wrote:KING CHECKMATE wrote:Toby Flenderson wrote:
Hahaha I just posted more math explaining why the bonus is amazing.
AHAH SWEET!I will be looking forward to squadding up with you an YOUR PROTO AMARR SCOUT , see how well it fares vs my Gal scout ok? :3 (YOU ARE , after all, going to use the Amarr Scout right? Since the bonus is sooo amazing there is no other suit that can compare...?) I'm not saying it's better than any other suit, I'm saying that the claims that it's bonus is very small in comparison with the other 3 scout suit bonuses is false when you consider the extremely likely probability of "tanking" the bonus with a module. I prefer the current Gallente scout and already have the range skills maxed out and planned on becoming a stealth/radar beacon because that's my play style most of the time. I have the kin kats maxed as well for my minmatar scout if speed tanking becomes viable again. 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. I see that you're trying to trap me into admitting that I will probably not choose the Amarr scout and implying that my previous post does not reflect how I feel about the suits myself. Neither are true. I just don't understand how you people don't understand its the slowest scout what good would running longer do if you run slow as ****? Its has latterly ONE damn bonus that I could surpass with a basic mod. But that's not worst part I could get past all that if the bonus wasn't so **** like if I didn't care so much about aesthetics I'd be rocking Minmatar gear all day everyday.
New born sAMARRi
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KING CHECKMATE
Tal-Romon Legion Amarr Empire
4437
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Posted - 2014.02.07 05:59:00 -
[104] - Quote
Nocturnal Soul wrote:Toby Flenderson wrote:KING CHECKMATE wrote:Toby Flenderson wrote:
Hahaha I just posted more math explaining why the bonus is amazing.
AHAH SWEET!I will be looking forward to squadding up with you an YOUR PROTO AMARR SCOUT , see how well it fares vs my Gal scout ok? :3 (YOU ARE , after all, going to use the Amarr Scout right? Since the bonus is sooo amazing there is no other suit that can compare...?) I'm not saying it's better than any other suit, I'm saying that the claims that it's bonus is very small in comparison with the other 3 scout suit bonuses is false when you consider the extremely likely probability of "tanking" the bonus with a module. I prefer the current Gallente scout and already have the range skills maxed out and planned on becoming a stealth/radar beacon because that's my play style most of the time. I have the kin kats maxed as well for my minmatar scout if speed tanking becomes viable again. 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. I see that you're trying to trap me into admitting that I will probably not choose the Amarr scout and implying that my previous post does not reflect how I feel about the suits myself. Neither are true. I just don't understand how you people don't understand its the slowest scout what good would running longer do if you run slow as ****? Its has latterly ONE damn bonus that I could surpass with a basic mod. But that's not worst part I could get past all that if the bonus wasn't so **** like if I didn't care so much about aesthetics I'd be rocking Minmatar gear all day everyday.
Ehem...... you are NOT telling me you are even THINKING of using this piece of crap of scout suit right? I mean if i get an infantry respec i'll get it to walk around the warbarge but tahts it. I'll be running (AN obviously superior) GAL scout. With 1 ENH Armor plate, 1 cx Profile Dam mod (for maximum dampening) 1 Complex armor rep module for a total of 9.25 repair per second and a complex range amplifier. This next to whatever Precision enhancer i can fit.
AceOfJokers666 [ + ] AimBot / VALOR / MAG
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Toby Flenderson
research lab
247
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Posted - 2014.02.07 06:02:00 -
[105] - Quote
Zeylon Rho wrote: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. '
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. |
Toby Flenderson
research lab
247
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Posted - 2014.02.07 06:19:00 -
[106] - Quote
Zeylon Rho wrote: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.
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. |
Toby Flenderson
research lab
247
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Posted - 2014.02.07 06:26:00 -
[107] - Quote
KING CHECKMATE wrote:Toby Flenderson wrote:
I'm not saying it's better than any other suit, I'm saying that the claims that it's bonus is very small in comparison with the other 3 scout suit bonuses is false when you consider the extremely likely probability of "tanking" the bonus with a module.
I prefer the current Gallente scout and already have the range skills maxed out and planned on becoming a stealth/radar beacon because that's my play style most of the time. I have the kin kats maxed as well for my minmatar scout if speed tanking becomes viable again.
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.
I see that you're trying to trap me into admitting that I will probably not choose the Amarr scout and implying that my previous post does not reflect how I feel about the suits myself. Neither are true.
Look bro. Facts are facts. Stamina is fun, but unless i get something like 100% Melee damage to go with it, its useless.I wouldn't use the Amarr scout even if it had 200% Stamina and Stamina recovery per level. Why? The same reason why YOU wont spend a single SP on the damn suit. Because it sucks.Now stop trying to convince people who ACTUALLY WANT TO SPEC IN THE SUIT , that its good, if your not even going to use it yourself. ok? STamina is a sh**- bonus doesnt matter how you try to cover it:+100% Stamina and Stamina regen < 25%Profile dampening +100% Stamina and Stamina regen < 25% Scan Radius +100% Stamina and Stamina regen < 25% NK Damage +100% Stamina and Stamina regen < 25% Hacking speed +100% Stamina and Stamina regen < 25% Scan precision GOT IT?good.
Trying to level with me with some "facts" and then following with "stamina is useless" is ridiculous.
Read my posts about my opinion on the suit. I may or may not get it. You're not going to trick me into skilling into it to prove to some random person on the forums that I really do mean what I'm saying about it.
Clearly I don't think it sucks, it just may not be my cup of tea.
Again, didn't say I wasn't going to use it. I could say the world about heavy suits but it wouldn't make me a hypocrite for not using them. It just means it's not how I play. That's why they made more than one suit: To give people options to adhere to their play style. I really think this is an extremely simple concept, but you seem to just not get it.
Also, for the record, why would i try to convince people who already want to use the suit to use it?
Haha, well, since you've clearly asserted your opinion as fact, I guess by the rules of logic, "i got it".
Let me try nowGǪ You're "facts" are really opinions. Please get it. |
Toby Flenderson
research lab
247
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Posted - 2014.02.07 06:29:00 -
[108] - Quote
Nocturnal Soul wrote:Toby Flenderson wrote:KING CHECKMATE wrote:Toby Flenderson wrote:
Hahaha I just posted more math explaining why the bonus is amazing.
AHAH SWEET!I will be looking forward to squadding up with you an YOUR PROTO AMARR SCOUT , see how well it fares vs my Gal scout ok? :3 (YOU ARE , after all, going to use the Amarr Scout right? Since the bonus is sooo amazing there is no other suit that can compare...?) I'm not saying it's better than any other suit, I'm saying that the claims that it's bonus is very small in comparison with the other 3 scout suit bonuses is false when you consider the extremely likely probability of "tanking" the bonus with a module. I prefer the current Gallente scout and already have the range skills maxed out and planned on becoming a stealth/radar beacon because that's my play style most of the time. I have the kin kats maxed as well for my minmatar scout if speed tanking becomes viable again. 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. I see that you're trying to trap me into admitting that I will probably not choose the Amarr scout and implying that my previous post does not reflect how I feel about the suits myself. Neither are true. I just don't understand how you people don't understand its the slowest scout what good would running longer do if you run slow as ****? Its has latterly ONE damn bonus that I could surpass with a basic mod. But that's not worst part I could get past all that if the bonus wasn't so **** like if I didn't care so much about aesthetics I'd be rocking Minmatar gear all day everyday.
They should really just replace the suit bonus with this quoteGǪ "Virtually remove stamina restriction with a complex cardiac regulator". It also has 4 low slots. If you're so sore about it being slow, make it fast. |
Toby Flenderson
research lab
247
|
Posted - 2014.02.07 06:30:00 -
[109] - Quote
KING CHECKMATE wrote:Nocturnal Soul wrote:Toby Flenderson wrote:KING CHECKMATE wrote:Toby Flenderson wrote:
Hahaha I just posted more math explaining why the bonus is amazing.
AHAH SWEET!I will be looking forward to squadding up with you an YOUR PROTO AMARR SCOUT , see how well it fares vs my Gal scout ok? :3 (YOU ARE , after all, going to use the Amarr Scout right? Since the bonus is sooo amazing there is no other suit that can compare...?) I'm not saying it's better than any other suit, I'm saying that the claims that it's bonus is very small in comparison with the other 3 scout suit bonuses is false when you consider the extremely likely probability of "tanking" the bonus with a module. I prefer the current Gallente scout and already have the range skills maxed out and planned on becoming a stealth/radar beacon because that's my play style most of the time. I have the kin kats maxed as well for my minmatar scout if speed tanking becomes viable again. 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. I see that you're trying to trap me into admitting that I will probably not choose the Amarr scout and implying that my previous post does not reflect how I feel about the suits myself. Neither are true. I just don't understand how you people don't understand its the slowest scout what good would running longer do if you run slow as ****? Its has latterly ONE damn bonus that I could surpass with a basic mod. But that's not worst part I could get past all that if the bonus wasn't so **** like if I didn't care so much about aesthetics I'd be rocking Minmatar gear all day everyday. Ehem...... you are NOT telling me you are even THINKING of using this piece of crap of scout suit right? I mean if i get an infantry respec i'll get it to walk around the warbarge but tahts it. I'll be running (AN obviously superior) GAL scout. With 1 ENH Armor plate, 1 cx Profile Dam mod (for maximum dampening) 1 Complex armor rep module for a total of 9.25 repair per second and a complex range amplifier. This next to whatever Precision enhancer i can fit.
boooooold |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3350
|
Posted - 2014.02.07 07:13:00 -
[110] - 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 -
[111] - 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 -
[112] - 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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ugg reset
Molon Labe. Public Disorder.
479
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Posted - 2014.02.07 08:38:00 -
[113] - Quote
KING CHECKMATE wrote: +100% Stamina and Stamina regen < 25%Profile dampening (over kill much?by this logic it's gal scout or go home) +100% Stamina and Stamina regen < 25% Scan Radius (all scouts are getting a range buff to 20m base.s GG min scout) +100% Stamina and Stamina regen < 25% NK Damage (lol?) +100% Stamina and Stamina regen < 25% Hacking speed (on a scout? ROFL. lets make the weakest suit type sit still with a blinking light over his head. no thankyou) +100% Stamina and Stamina regen < 25% Scan precision (good for what? hunting other scouts/gimped assaults?)
GOT IT? .
Go play in traffic.
Thr33 is the magic number.
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Korvin Lomont
United Pwnage Service RISE of LEGION
583
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Posted - 2014.02.07 10:05:00 -
[114] - Quote
D legendary hero wrote:Crimson Cerberes wrote:Why? because galente scout > minmatar assault higher ehp faster run speed longer run duration higher strafe speed can carry the same load out of weapons and equipment has faster shield recovery and shorter depletion
We still do not know the new slo layouts for the assault suits, so I woul not be so confident that your statement will stay true.
So lets have a look how your statements will work now:
- higher ehp that is NOT true for the current build - faster run speed TRUE - longer run duration TRUE - higher strafe speed - can carry the same load out of weapons and equipment PARTLY TRUE the scout hast the same Wepaon equipment layout BUT way lower CPU/PG compared to the mini Assault that leads directly to better equipment for the Minni Assault. |
Korvin Lomont
United Pwnage Service RISE of LEGION
583
|
Posted - 2014.02.07 10:18:00 -
[115] - Quote
KING CHECKMATE wrote: +100% Stamina and Stamina regen < 25%Profile dampening (over kill much?by this logic it's gal scout or go home) +100% Stamina and Stamina regen < 25% Scan Radius (all scouts are getting a range buff to 20m base.s GG min scout) +100% Stamina and Stamina regen < 25% NK Damage (lol?) +100% Stamina and Stamina regen < 25% Hacking speed (on a scout? ROFL. lets make the weakest suit type sit still with a blinking light over his head. no thankyou) +100% Stamina and Stamina regen < 25% Scan precision (good for what? hunting other scouts/gimped assaults?)
GOT IT? .
So this is solely your opinion. I know the currently known Amarr scout bonus seems week but CCP alreday acknowledged that so we have to see what will happen here.
Regarding the 100% stamina and Stamina recovery this depends on your prefered playstyle. I personally use a Cardiac regulator on many scout fits because FOR ME stamina is very important and I have died numerous times because I ran out of stamina in the wrong situation.
So I use Stamina mods but I don't use complex codebreakers I do use NK but only for trolling not because they are are super effective sidearms I never use precision enhancers as I won't get an advantage out of them unless I would stack them
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Magnus Amadeuss
Tal-Romon Legion Amarr Empire
406
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Posted - 2014.02.07 19:13:00 -
[116] - Quote
Toby Flenderson wrote:Nocturnal Soul wrote:I don't care what anyone thinks, its just bullshit that an assaults suit base speed is faster than any scouts it just defeats the purpose of being a scout and should be change ASAP Maybe wait until the suit is released before trying to change currently existing suits? Anyway, this is pretty ridiculous to say. Consider the advantages of the minmatar assault (M) vs. the amarr scout (A)GǪ 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 I've chosen not to include role bonuses for simplicity, as I was pretty sure my point was made already by the above comparison. Take note that not only are the M advantages less important/practical (melee, 1hp/s, speed, etc.), they are also extremely small improvements from the amarr suit. If you take a look at some of the A advantages, I'd argue that just about all of these are more important and I wouldn't trade any of them for anything in the M > A column. They are also clearly much higher increases (sometimes even doubled that of the minmatar suit). 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.
The amarr scout has 230 hp, not 250. The eHP advantage enjoyed by the minmatar assault if 55 EHP, not 35eHP. To put it another way, the minmatar suit has 124% the HP of the amarr scout. This is in conjunction with being faster.
Comparing the rest of the stats is a dishonest comparison. The original statement is about the MEDIUM frame being faster than the LIGHT frame. Something that should not happen. You could just as easily do a similar stat comparison with the gallente/minmatar/caldari scout and come out with even more outrageous numbers in advantage of the scouts, in addition to those scouts being faster as well.
The reason anyone would be upset is because the AMARR SCOUT IS GARBAGE. It has a bonus worth less than 1 basic module, it is slower than a suit that is an entire class larger, and there is NOTHING that it will be the best at.... or better than ANY of the suits at.
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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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3369
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Posted - 2014.02.07 19:20:00 -
[117] - 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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Ivan Avogadro
Subdreddit Test Alliance Please Ignore
726
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Posted - 2014.02.07 20:28:00 -
[118] - Quote
@Toby Flenderson:
This is in response to your % comparison on page 5. I don't care about all the flaming war in between, but it is disingenuous to compare the bonuses by percentage, because (A) a single module can overtake that gap and (B) 25% dampening bonus is better, in most everyone's opinion, than 66% stamina. The only advantage of the Amarr bonus is it can reach higher Stamina than any other scout, but at the expense of all 4 low mods. If the Amarr only goes 3 cardiac regs, then any of scout can overtake it.
A better way to compare suits it how easily they can both reach the same build. Assume all lvl 5 skills (core biotics, core armor, profile dampening, scan radius, cardiac regulation, armor repair, etc...)
Amarr (no mods) EHP 287.5 Speed 5.51 Scan Distance33 Scan Profile 28.4 Armor Rep 0 Stamina 295 Stam Recovery 52.5
Gallente (no mods) EHP 250 Speed 5.72 Scan Distance 41.3 Scan Profile 21.1 Armor Rep 3 Stamina 210 Stam Recovery 31.5
Obviously, there are pros and cons to each. But the strength of the cardiac reg module (compared to the Amarr bonus), the lack of overwhelming difference in EHP, and the Gallente passive armor rep all make is significantly easier to equalize the Gal to a generic Amarr build than to do the reverse. Amarr needs at LEAST 1 complex mod, 1 enhanced mod, and 1 basic mod all in low slots to replicate the Gal bonuses. The Gal needs only 1 enhanced mod and 1 basic mod to not only replicate the Amarr bonuses but to exceed them.
Amarr (1x Complex Dampener, 1 Enhanced Armor Rep, 1 Basic Range Amplifier) EHP 287.5 Speed 5.51 Scan Distance 41.3 Scan Profile 21.2 Armor Rep 3 Stamina 295 Stam Recovery 52.5
Gallente (1x Basic Armor, 1x Enhanced Cardiac Regulator) EHP 315 Speed 5.68 Scan Distance 41.3 Scan Profile 21.1 Armor Rep 3 Stamina 378 Stam Recovery 56.7
The Amarr build costs 83 CPU, 5 PG, and 3 low slots. The Gallente build costs 19 CPU, 6 PG, and 2 low slots. They have identical Scan Distance, Scan Profile, and Armor Reps, with nearly identical Stamina Recovery. But the Gallente has more EHP, more base Stamina, and more speed despite the plate. All for much much cheaper. And honestly, I would have gotten the builds closer together if I could have, but the smaller modules on the Gallente were already blowing away the Amarr.
All I did was match the bonuses of the other race. I didn't come up with a Gallente preferential build for this. To match the Amarr suit is pitifully easy, because the bonuses are so low. To match the Gallente is abusively hard, because they bonuses make it unique and hard to mimic.
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Toby Flenderson
research lab
248
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Posted - 2014.02.07 21:11:00 -
[119] - Quote
I'll respond individually later when I'm not on break at work but as many of you pointed out my math was incorrect on some of these figures and I've realized why. I mistook the melee damage column for the shield column of the spreadsheet. Honest mistake and if anyone disagrees then I don't really care because they would be stupid enough to think I would try to pull a fast one on an entire thread using fake stats. So the base stat who comparison is off and is 55?i would agree this bumps the ehp advantage from negligible to noticeable. The other mistake was assuming the passive armor/shield skills stack multiplicative on top of the total armor/shield on the drosuit. This will change the shield figure on the Amarr drop suit as was point out. While this is a decrease worth pointing out, it's still as much as my current suits have and I stand by what I said about it being a good buffer.
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. |
KING CHECKMATE
Tal-Romon Legion Amarr Empire
4448
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Posted - 2014.02.07 22:03:00 -
[120] - Quote
@ Toby Flenderson
Thats the thing smartass.
The suit is NO ONE'S CUP OF TEA...........
AceOfJokers666 [ + ] AimBot / VALOR / MAG
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