Zeylon Rho
Subdreddit Test Alliance Please Ignore
3405
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Posted - 2014.02.09 07:45:00 -
[1] - Quote
I still think we need a base speed adjustment of all the suits so that the Amarr scout is, at the very least, noticeably faster than the fastest Assault. Because scouts are such a speed dependent role of course...
I'd agree with the bonus needing to be changed though.
Some additional ideas:
Semi-auto scrambler range (rifle, or tactical pistol and rifle), possibly with a corresponding RoF/heat hit: ---The idea being that it makes the scout a scout-sniper with laser weaponry, but possibly with a drawback to force a more snipe-type function with the weapons.
Current Stamina + Kincat Effectiveness: ---Give the slowest scout the means to move faster in sprint than any other scout, while still staying the slowest in move. It limits the Sprint dominance to when using Kincats in this scenario.
Alternatively, + Scrambler Clip-size, etc. paired with Kincat Effectivness or a Sprint-speed bonus alone would be good.
It gives the scout a way to compensate for the slow movement speed which is still effectively limited by stamina. In the case of a Kincat bonus only, it's also slot-limited.
Dren and Templar equipment stats, wrong since release.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3405
|
Posted - 2014.02.09 08:00:00 -
[2] - Quote
KING CHECKMATE wrote:General12912 wrote:KING CHECKMATE wrote:Galvan Nized wrote:Let's wait until they post the updated bonuses based on feedback, one thing I think we all agreed on was that the Amarr Scout bonus was lacking.
What bonuses would you like to see? The 25% Cooldown bonus to Cloaks was a blessing.Other options: GÖª SCR PISTOL Damage increase 2% Per level (+10% at level 5) GÖª +1 HP armor rep per levelGÖª 10% MAx stamina and Stamina recovery per level & 10% More Melee Damage per level GÖª +1 SCR PISTOL clip size per level GÖª 5% Heat Buildup reducion per level to Laser weaponryGÖª +10% Jump height per level. Just because for Bunneh. These are just some i gathered from a previous thread on the matter. There ARE more, but basically, anything that Helps the Amarr scout survive or Attack, since the Amarr Scout is the More ''offensive oriented'' of them all. false. the amarr anything should be more defensive oriented if anything. either way, stamina really doesnt fit the heavily armored, slow amarr. its like givng a gallentean suit a shield bonus. Dont you think the ''Defensive'' amarr wouldnt make a suit dedicated to ''quick'' attacks and flanking? i think yes. A race cannot depend on only ONE or TWO Strategies to win the war,same as caldari use Shield tanking,Long ranged weapons AND E-war, Amarr must use something other than laser weaponry and tanked suits.
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.
With the fast ships in EVE for example, 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.
Dren and Templar equipment stats, wrong since release.
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