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Awry Barux
Ametat Security Amarr Empire
1065
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Posted - 2014.02.24 16:55:00 -
[1] - Quote
Why does the Gal scout receive 3 hp/s inherent armor rep, while the more lightly shielded, heavily armored Amarr scout receives no inherent reps? |
Texs Red
DUST University Ivy League
247
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Posted - 2014.02.24 17:10:00 -
[2] - Quote
Because the Gallente are supposed to be regeneration armor tankers vs the amarr buffer tankers. So in theory the Gallente would mix plates with armor reps, resulting in less health but can regenerate, while the Amarr would just stack all plates for a massive buffer tank. |
Dustbunny Durrr
ReD or DeaD
123
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Posted - 2014.02.24 17:11:00 -
[3] - Quote
I think the argument for it goes something like this:
The gallente typically have a bonus to armor reppers (active tanking), hence built in reppers into the suits, vs the Amarr who are buffer armor tankers. |
Awry Barux
Ametat Security Amarr Empire
1066
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Posted - 2014.02.24 17:16:00 -
[4] - Quote
Texs Red wrote:Because the Gallente are supposed to be regeneration armor tankers vs the amarr buffer tankers. So in theory the Gallente would mix plates with armor reps, resulting in less health but can regenerate, while the Amarr would just stack all plates for a massive buffer tank.
Check the math I edited in- Gal can get just as much buffer and have a speed bonus over the Amarr to compensate for plates, while having that built in advanced repper. |
Mordecai Sanguine
What The French Red Whines
472
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Posted - 2014.02.24 17:33:00 -
[5] - Quote
Texs Red wrote:Because the Gallente are supposed to be regeneration armor tankers vs the amarr buffer tankers. So in theory the Gallente would mix plates with armor reps, resulting in less health but can regenerate, while the Amarr would just stack all plates for a massive buffer tank.
"massive buffer tank" => 35hp ? SERIOUSLY ?????? |
Kigurosaka Laaksonen
DUST University Ivy League
406
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Posted - 2014.02.24 18:59:00 -
[6] - Quote
Am I the only person that plays DUST that feels like any kind of armor HP/s is weird and doesn't belong?
DUST 514 Recruit Code - https://dust514.com/recruit/zluCyb/
EVE Buddy Invite - Too damn long. Ask me for it.
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Martyr Saboteur
Amarrtyrs
168
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Posted - 2014.02.24 19:05:00 -
[7] - Quote
Kigurosaka Laaksonen wrote:Am I the only person that plays DUST that feels like any kind of armor HP/s is weird and doesn't belong? Yes. The Gallente's main form of tanking is Armor HP/s. It belongs.
Totally not Fizzer94's forum alt. Definitely just a random dude.
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Ankbar Latrommi
S.e.V.e.N. General Tso's Alliance
86
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Posted - 2014.02.24 19:08:00 -
[8] - Quote
Kigurosaka Laaksonen wrote:Am I the only person that plays DUST that feels like any kind of armor HP/s is weird and doesn't belong? Quite possibly.
Awry Barux wrote: At proto, the Amarr loses 4 PG in exchange for 10 CPU in comparison to the Gal... Just saying, PG and CPU cannot be compared on a point-by-point basis. I don't know what a reasonable 'exchange rate' might be off the top of my head, but PG uses go up slower than CPU uses, and traditionally certain type of weapons and modules use more CPU than PG or vice versa. Like shielding being heavy on CPU compared to armour, or missiles being heavy on CPU compared to lasers, which is heavier on PG.
Reiner Knizia-"When playing a game, the goal is to win, but it is the goal that is important, not the winning."
Eve> FPS
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Awry Barux
Ametat Security Amarr Empire
1071
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Posted - 2014.02.24 19:11:00 -
[9] - Quote
Ankbar Latrommi wrote:Kigurosaka Laaksonen wrote:Am I the only person that plays DUST that feels like any kind of armor HP/s is weird and doesn't belong? Quite possibly. Awry Barux wrote: At proto, the Amarr loses 4 PG in exchange for 10 CPU in comparison to the Gal... Just saying, PG and CPU cannot be compared on a point-by-point basis. I don't know what a reasonable 'exchange rate' might be off the top of my head, but PG uses go up slower than CPU uses, and traditionally certain type of weapons and modules use more CPU than PG or vice versa. Like shielding being heavy on CPU compared to armour, or missiles being heavy on CPU compared to lasers, which is heavier on PG.
Personally, I find it much easier to come up with a bit of extra CPU when doing my fittings than extra PG. Additionally, CPU enhancers do not consume PG, while PG enhancers consume CPU. Basically, I would happily trade 10 CPU for 4 PG, especially for an armor-tanked suit (since plates, especially ferroscales, are very PG heavy). |
Martyr Saboteur
Amarrtyrs
169
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Posted - 2014.02.24 19:20:00 -
[10] - Quote
Ankbar Latrommi wrote:Kigurosaka Laaksonen wrote:Am I the only person that plays DUST that feels like any kind of armor HP/s is weird and doesn't belong? Quite possibly. Awry Barux wrote: At proto, the Amarr loses 4 PG in exchange for 10 CPU in comparison to the Gal... Just saying, PG and CPU cannot be compared on a point-by-point basis. I don't know what a reasonable 'exchange rate' might be off the top of my head, but PG uses go up slower than CPU uses, and traditionally certain type of weapons and modules use more CPU than PG or vice versa. Like shielding being heavy on CPU compared to armour, or missiles being heavy on CPU compared to lasers, which is heavier on PG. The exchange rate is 4 to 1. Almost all suits follow this, they have about 4x more CPU than PG.
There are a few exceptions, though. Most notably the Callogi(reduced CPU), the Amlogi(reduced PG), and Amassault(increased PG).
Totally not Fizzer94's forum alt. Definitely just a random dude.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3526
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Posted - 2014.02.24 19:41:00 -
[11] - Quote
I think most people that looked at the Amarr scout already reached the conclusion that it's the crappiest (assault speed, poor bonuses, EWAR disadvantage vs. 50% of the scouts, negligible hp bonus in a suit that shouldn't be tanking, etc.).
Many many people voiced this. Supposedly CCP heard our feedback (unless they vacations the entire time those threads were around). So, it's a matter of seeing whether or not they'll fix/adjust the scout before 1.8.
Right now, I can't imagine there's be a lot of interest for a scout that's a bit slower than a Minmatar Assault with less hp/slots and questionable usefulness in the actual scout role. All of the other scouts are just plain better.
Ideally they'd adjust the speed so the Amarr Scout wasn't running around at assault speeds; even a better bonus won't change that problem.
Dren and Templar equipment stats, wrong since release.
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
2114
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Posted - 2014.02.24 20:34:00 -
[12] - Quote
Racially it is supposed to be designed that way, but the "philosophy" only makes sense if the Amarr scout got a higher benefit in terms of base armor, maybe 60 points instead of 40.
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.2
Amarr victor!
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Awry Barux
Ametat Security Amarr Empire
1073
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Posted - 2014.02.24 20:46:00 -
[13] - Quote
John Demonsbane wrote:Racially it is supposed to be designed that way, but the "philosophy" only makes sense if the Amarr scout got a higher benefit in terms of base armor, maybe 60 points instead of 40.
Even that would be underpowered, though. A GalScout can still make up that difference with just a single basic plate while still being faster even after the plate penalty. |
Texs Red
DUST University Ivy League
247
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Posted - 2014.02.24 20:48:00 -
[14] - Quote
Awry Barux wrote: tl;dr: GalScout: Built in STD range enhancer, ADV repper, PRO dampener, higher base speed AmarrScout: +30EHP, built in STD cardiac regulator
With identical slot layouts, that does not look balanced.
Well now that you include this that makes a valid point.
Personally: Make the amarr scout 1 high 5 lows Give it a +20% per level bonus to max stamina and stamina regeneration +40 shields to increase over all eHP, will give it about 30 less eHP than the Amarr logi
Now you have a massive stamina and a large base eHP over any other scout. You also have the highest amount of lows of any scout, allow you to field a massive armor tank. |
Vell0cet
SVER True Blood General Tso's Alliance
987
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Posted - 2014.02.24 21:57:00 -
[15] - Quote
Give it the originally proposed cloaking bonus. There needs to be some reason to choose it over the other racial scouts. It doesn't increase the duration of cloak, but allows for less downtime. Of all racial scouts, the Amarr will be the most dependent (by far) on the cloak. It's slow and doesn't get any scanning bonuses like the others have.
If the community is adamant about scouts not getting cloak bonuses (which is a stupid restriction IMO), then a very distant 2nd option should be a bonus to scrambler pistol clip size. Some have argued that this is a redundant bonus, but the current bonus allows the ScP to be an effective sidearm/finisher, this additional bonus would allow it to be more effective as a primary weapon without reducing the TTK and making it OP.
It should also get a speed buff to be 0.1 m/s faster than the Minmatar assault. The slowest scout should be faster (if only marginally) than the fastest assault.
Best PvE idea ever!
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Awry Barux
Ametat Security Amarr Empire
1076
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Posted - 2014.02.24 22:10:00 -
[16] - Quote
Vell0cet wrote:Give it the originally proposed cloaking bonus. There needs to be some reason to choose it over the other racial scouts. It doesn't increase the duration of cloak, but allows for less downtime. Of all racial scouts, the Amarr will be the most dependent (by far) on the cloak. It's slow and doesn't get any scanning bonuses like the others have.
If the community is adamant about scouts not getting cloak bonuses (which is a stupid restriction IMO), then a very distant 2nd option should be a bonus to scrambler pistol clip size. Some have argued that this is a redundant bonus, but the current bonus allows the ScP to be an effective sidearm/finisher, this additional bonus would allow it to be more effective as a primary weapon without reducing the TTK and making it OP.
It should also get a speed buff to be 0.1 m/s faster than the Minmatar assault. The slowest scout should be faster (if only marginally) than the fastest assault.
I can deal with the low speed, that's OK, but yes- the low speed needs to come with something nice, not 30EHP and a basic cardiac reg. The cloak bonus would be perfect. If it's a SCP clip size bonus I would hope for an ammo reserve bonus too, because they already chew through ammo extremely quickly, which would all but force nanohives for self-sufficiency. I would also accept a large fitting bonus, say 5% or 10% per level, to laser weaponry, to allow the comfortable fitting of a good SCR and SCP on the scout suit without having to compromise on modules/equipment. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7492
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Posted - 2014.02.24 22:20:00 -
[17] - Quote
Texs Red wrote:Because the Gallente are supposed to be regeneration armor tankers vs the amarr buffer tankers. So in theory the Gallente would mix plates with armor reps, resulting in less health but can regenerate, while the Amarr would just stack all plates for a massive buffer tank. But on a scout that is counter intuitive.
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
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Bojo The Mighty
L.O.T.I.S. D.E.F.I.A.N.C.E
3296
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Posted - 2014.02.24 22:31:00 -
[18] - Quote
You're assuming that the Amarr Scout is a light frame....
Bojo - Adding chili powder to your experience since early times
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
932
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Posted - 2014.02.24 22:42:00 -
[19] - Quote
Ankbar Latrommi wrote:Kigurosaka Laaksonen wrote:Am I the only person that plays DUST that feels like any kind of armor HP/s is weird and doesn't belong? Quite possibly. Awry Barux wrote: At proto, the Amarr loses 4 PG in exchange for 10 CPU in comparison to the Gal... Just saying, PG and CPU cannot be compared on a point-by-point basis. I don't know what a reasonable 'exchange rate' might be off the top of my head, but PG uses go up slower than CPU uses, and traditionally certain type of weapons and modules use more CPU than PG or vice versa. Like shielding being heavy on CPU compared to armour, or missiles being heavy on CPU compared to lasers, which is heavier on PG. shielding is actually more PG heavy than CPU heavy, and is the second most cpu heavy thing to do in the gameGǪ.somethings not right here
Kills- Archduke Ferdinand
Balance!
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Awry Barux
Ametat Security Amarr Empire
1076
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Posted - 2014.02.24 22:52:00 -
[20] - Quote
Bojo The Mighty wrote:You're assuming that the Amarr Scout is a light frame....
I... don't get it. |
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Bojo The Mighty
L.O.T.I.S. D.E.F.I.A.N.C.E
3299
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Posted - 2014.02.24 23:08:00 -
[21] - Quote
Awry Barux wrote:Bojo The Mighty wrote:You're assuming that the Amarr Scout is a light frame.... I... don't get it. It's a scout with 10 less armor than most medium frames start with
Scouts have 2 strengths: Sensors and Speed. The Gallente scout will be Sensory strong and Regenerative strong (fastest self repping abilities) The Caldari scout will be Sensory strong and shield regenerative strong (2 second shield delay!) The Minmatar is like bat out of hell speed: hacking and sprint But the Amarr? Stamina Regen abilities and tanking?
See the Amarr Scout does not fit contextually with the others, in fact since beta we were debating on how an Amarr scout would even work. But you see I understand now.
Imagine you have a squad of medium frames with Cloaks and and really strong endurance qualities....that's a squad of Amarr Scouts. No one is going to be able to play them like speed freak scouts, so you have to play it like undetectable medium frames, considering you have 230 HP naturally and 287.5 with max armor and shield skills.
The Amarr scout is practically the stealthiest medium frame you can have, and with the best scan stats too. You'd use the Amarr scout for the same reason you'd use the Amarr medium frame, HP for the long haul + Stamina to match.
Bojo - Adding chili powder to your experience since early times
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Floyd20 Azizora
L.O.T.I.S. D.E.F.I.A.N.C.E
16
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Posted - 2014.02.24 23:30:00 -
[22] - Quote
Bojo The Mighty wrote:Awry Barux wrote:Bojo The Mighty wrote:You're assuming that the Amarr Scout is a light frame.... I... don't get it. It's a scout with 10 less armor than most medium frames start with Scouts have 2 strengths: Sensors and Speed. The Gallente scout will be Sensory strong and Regenerative strong (fastest self repping abilities) The Caldari scout will be Sensory strong and shield regenerative strong (2 second shield delay!) The Minmatar is like bat out of hell speed: hacking and sprint But the Amarr? Stamina Regen abilities and tanking? See the Amarr Scout does not fit contextually with the others, in fact since beta we were debating on how an Amarr scout would even work. But you see I understand now. Imagine you have a squad of medium frames with Cloaks and and really strong endurance qualities....that's a squad of Amarr Scouts. No one is going to be able to play them like speed freak scouts, so you have to play it like undetectable medium frames, considering you have 230 HP naturally and 287.5 with max armor and shield skills. The Amarr scout is practically the stealthiest medium frame you can have, and with the best scan stats too. You'd use the Amarr scout for the same reason you'd use the Amarr medium frame, HP for the long haul + Stamina to match.
interesting way of looking at amarr scout. i would say the gallente will have more hp, because of the fact it can get away with less damps. combined with more speed, the amarr scout's big advantage is more time in sprint. why not use a minmatar medium? |
Bojo The Mighty
L.O.T.I.S. D.E.F.I.A.N.C.E
3299
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Posted - 2014.02.24 23:50:00 -
[23] - Quote
Floyd20 Azizora wrote: interesting way of looking at amarr scout. i would say the gallente will have more hp, because of the fact it can get away with less damps. combined with more speed, the amarr scout's big advantage is more time in sprint. why not use a minmatar medium?
My view of the Amarr scout practically relies on the cloak, seeing as how scout bonuses apply to them.
I wouldn't use a Minmatar Assault because: Major Profile Gap No Cloak Bonus
Other than that the Amarr scout is just a wimpy medium frame with good endurance.
Bojo - Adding chili powder to your experience since early times
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ResistanceGTA
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
301
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Posted - 2014.02.25 00:09:00 -
[24] - Quote
Bojo The Mighty wrote:Floyd20 Azizora wrote: interesting way of looking at amarr scout. i would say the gallente will have more hp, because of the fact it can get away with less damps. combined with more speed, the amarr scout's big advantage is more time in sprint. why not use a minmatar medium?
My view of the Amarr scout practically relies on the cloak, seeing as how scout bonuses apply to them. I wouldn't use a Minmatar Assault because: Major Profile Gap No Cloak Bonus Other than that the Amarr scout is just a wimpy medium frame with good endurance.
I always thought the suits were like this too.
The Amarr are the next suits going from light to heavy (Light is a Medium, Medium is more of a Heavy, and Heavy is, well, a tank?) On the flip side, as they have to be, the Minmatar go in reverse (Heavy is more Medium, Mediums are more Light, and Light are, well, tissue paper?)
That said, I'm looking forward to grabbing a Minmatar Assault and Logi once 1.8 hits, respec or not.
xSivartx is my Heavy. There are many like him, but he is my own...
So, other Logi's back off, those are my Warpoints!
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Awry Barux
Ametat Security Amarr Empire
1078
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Posted - 2014.02.25 00:11:00 -
[25] - Quote
Bojo The Mighty wrote:Awry Barux wrote:Bojo The Mighty wrote:You're assuming that the Amarr Scout is a light frame.... I... don't get it. It's a scout with 10 less armor than most medium frames start with Scouts have 2 strengths: Sensors and Speed. The Gallente scout will be Sensory strong and Regenerative strong (fastest self repping abilities) The Caldari scout will be Sensory strong and shield regenerative strong (2 second shield delay!) The Minmatar is like bat out of hell speed: hacking and sprint But the Amarr? Stamina Regen abilities and tanking? See the Amarr Scout does not fit contextually with the others, in fact since beta we were debating on how an Amarr scout would even work. But you see I understand now. Imagine you have a squad of medium frames with Cloaks and and really strong endurance qualities....that's a squad of Amarr Scouts. No one is going to be able to play them like speed freak scouts, so you have to play it like undetectable medium frames, considering you have 230 HP naturally and 287.5 with max armor and shield skills. The Amarr scout is practically the stealthiest medium frame you can have, and with the best scan stats too. You'd use the Amarr scout for the same reason you'd use the Amarr medium frame, HP for the long haul + Stamina to match.
That's a cool way of looking at the Amarr scout, but it seems to me that it can still be easily beaten on EHP by the Gal Scout due to the fact that the Amarr scout will need a repper, while the Gal scout can get by on the built-in one. A built in advanced repper versus half of a basic plate in base EHP seems like an obvious armor tanking advantage for the Gal scout. The Gal scout can further surpass the Amarr in EHP if the Amarr wants to be dampened or improve its scan range. The Amarr scout still seems blatantly underpowered. |
Bojo The Mighty
L.O.T.I.S. D.E.F.I.A.N.C.E
3306
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Posted - 2014.02.25 00:37:00 -
[26] - Quote
Awry Barux wrote:
That's a cool way of looking at the Amarr scout, but it seems to me that it can still be easily beaten on EHP by the Gal Scout due to the fact that the Amarr scout will need a repper, while the Gal scout can get by on the built-in one. A built in advanced repper versus half of a basic plate in base EHP seems like an obvious armor tanking advantage for the Gal scout. The Gal scout can further surpass the Amarr in EHP if the Amarr wants to be dampened or improve its scan range. The Amarr scout still seems blatantly underpowered.
But see what you're trying to accomplish is the same fit but across two different suits. Of course if you have the same exact fit among two different suits the suit with the innate armor reps is going to win, no matter what fit.
You gotta build the Amarr Scout differently, you gotta build it up with plates and a cloak, be the invisible wall. The Gallente Scout (like all gallente) are designed around Armor Rep tanking. I will, in 1.8, stack two reps to most of my fits with the innate 3 hp/s. Why? Because my g.K0 with 4 complex repair modules is my favorite.
If you prioritize the ability to recoup HP then the Amarr scout is not for you. If you want the strength of an elephant in the size of an Ant go Amarr scout.
If I was to use an Amarr scout, I would (must) fit a cloak, stack 3 plates and a green bottle. I would cloak, move into position, uncloak and gain the surprise abilities of a scout in the HP of medium frame. If you want stealth and high HP you'd go Amarr.
If there's a repair tool in squad why bother with a repair module. Amarr fight with force not lengthy engagements, why do you think their weapons all have high DPS?
Bojo - Adding chili powder to your experience since early times
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Texs Red
DUST University Ivy League
250
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Posted - 2014.02.25 00:38:00 -
[27] - Quote
Awry Barux wrote: That's a cool way of looking at the Amarr scout, but it seems to me that it can still be easily beaten on EHP by the Gal Scout due to the fact that the Amarr scout will need a repper, while the Gal scout can get by on the built-in one. A built in advanced repper versus half of a basic plate in base EHP seems like an obvious armor tanking advantage for the Gal scout. The Gal scout can further surpass the Amarr in EHP if the Amarr wants to be dampened or improve its scan range. The Amarr scout still seems blatantly underpowered.
In regard to dampening and scans, that is kind of the point. The Amarr scout is the least scout-like of the light frames, played more like a medium frame than a light. To do that though it should have a bit more eHP (+40 shields) though and probably a 1 high/5 low setup so it can armor tank better. As strange as it may sound this scout might actually prefer to run with a logi so they could tank themselves out to the max. I see an Amarr scout as a "stand your ground" type of scout who stacks massive amounts of armor and uses his lower profile to avoid easy scans plus maybe get the drop on someone. If it needs to get somewhere it uses it's massive stamina vs speed. |
X7 lion
Swamp Tempo Canis Eliminatus Operatives
127
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Posted - 2014.02.25 00:54:00 -
[28] - Quote
it is a simple case of play style, the suits are meant to do different things, in the same way you dont play min assult suits the same way as a gallente assault suit.
I am death incarnate, you will not see me or hear me.
You shall only feel the strike of my blade.
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Awry Barux
Ametat Security Amarr Empire
1080
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Posted - 2014.02.25 01:13:00 -
[29] - Quote
Bojo The Mighty wrote:Awry Barux wrote:
That's a cool way of looking at the Amarr scout, but it seems to me that it can still be easily beaten on EHP by the Gal Scout due to the fact that the Amarr scout will need a repper, while the Gal scout can get by on the built-in one. A built in advanced repper versus half of a basic plate in base EHP seems like an obvious armor tanking advantage for the Gal scout. The Gal scout can further surpass the Amarr in EHP if the Amarr wants to be dampened or improve its scan range. The Amarr scout still seems blatantly underpowered.
But see what you're trying to accomplish is the same fit but across two different suits. Of course if you have the same exact fit among two different suits the suit with the innate armor reps is going to win, no matter what fit. You gotta build the Amarr Scout differently, you gotta build it up with plates and a cloak, be the invisible wall. The Gallente Scout (like all gallente) are designed around Armor Rep tanking. I will, in 1.8, stack two reps to most of my fits with the innate 3 hp/s. Why? Because my g.K0 with 4 complex repair modules is my favorite. If you prioritize the ability to recoup HP then the Amarr scout is not for you. If you want the strength of an elephant in the size of an Ant go Amarr scout. If I was to use an Amarr scout, I would (must) fit a cloak, stack 3 plates and a green bottle. I would cloak, move into position, uncloak and gain the surprise abilities of a scout in the HP of medium frame. If you want stealth and high HP you'd go Amarr. If there's a repair tool in squad why bother with a repair module. Amarr fight with force not lengthy engagements, why do you think their weapons all have high DPS?
I see you point, but it's absolutely mind bending to me that a scout would have zero regen, and that's the only way for the Amarr to surpass the EHP of the Gallente scout. I want to like the Amarr scout so badly but it seems it's not for me. |
Asha Starwind
VEXALATION CORPORATION Partners of Industrial Service and Salvage
381
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Posted - 2014.02.25 01:44:00 -
[30] - Quote
Texs Red wrote:Because the Gallente are supposed to be regeneration armor tankers vs the amarr buffer tankers. So in theory the Gallente would mix plates with armor reps, resulting in less health but can regenerate, while the Amarr would just stack all plates for a massive buffer tank.
Nice in theory but that's all it is. They both have the same slots the gal scout can stack the same exact plates and perform better than the amarr scout.
32db Mad Bomber.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3530
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Posted - 2014.02.25 02:56:00 -
[31] - Quote
Vell0cet wrote:Give it the originally proposed cloaking bonus. There needs to be some reason to choose it over the other racial scouts. It doesn't increase the duration of cloak, but allows for less downtime. Of all racial scouts, the Amarr will be the most dependent (by far) on the cloak. It's slow and doesn't get any scanning bonuses like the others have.
If the community is adamant about scouts not getting cloak bonuses (which is a stupid restriction IMO), then a very distant 2nd option should be a bonus to scrambler pistol clip size. Some have argued that this is a redundant bonus, but the current bonus allows the ScP to be an effective sidearm/finisher, this additional bonus would allow it to be more effective as a primary weapon without reducing the TTK and making it OP.
It should also get a speed buff to be 0.1 m/s faster than the Minmatar assault. The slowest scout should be faster (if only marginally) than the fastest assault.
CCP's approach to most suits/the Amarr so far has been: Amarr = slower with more hp and Minmatar = faster with less hp. The "different slots" bit has been dropped on both heavy and light frames.
Slower and tankier (though the bonus size is debatable in usefulness considering the size of the speed hit) is the theme, and even if it's not perfectly balanced - the fact the Amarr is slower on a heavy or Assault/Logi hasn't been that big of a deal. Part of this is the fact that there haven't been any other heavies (so the speed difference was actually the hp difference between heavies and mediums), and that all the suits involved were basically the tanking-oriented ones.
The rigid approach to racial balance falls apart on scouts imho, because scouts are about speed and not tanking. A scout getting an extremely marginal tanking "hp" bonus doesn't even begin to compare with having more speed. You just have a scout that sucks at being scout AND maintains the traditional scout sucking at straight-up tanking, which isn't the role of a scout to begin with.
As a thought experiment, imagine the Amarr Scout lost the extra hp from armor but got it's speed bumped up to the Gallente/Caldari levels. What has changed? Is the Amarr Scout now more of a scout? Yes. Does Gallente still tank better? Yes. That's the sad part. The other scouts would still be better, but the Amarr scout would at least be a scout with respect to speed. It currently doesn't have that speed advantage, the 30 hp bonus is pointless on a scout, and the bonuses are the worst in the game.
I don't think a 0.1 m/s boost over Minmatar Assault is worthwhile. The Scout is currently slower than an assault in literal terms, but the real problem isn't the .1 margin difference either way, it's the lack of a "noticeable" speed difference over an entire suit class. A Gallente/Caldari scout is noticeably faster than an assault, and a Minmatar more-so. The Amarr doesn't have that, and the "tank" is too marginal to make a difference (the Gallente would do it better anyway).
The Amarr Scout's problem is it's handicapped at the main job of being a scout, and the Amarr race in EVE doesn't make those kinds of mistakes. When a ship needs to be fast (Interceptor, etc.), the Amarr ships are 2nd only to Minmatar. They don't pile on armor to make the ship unable to fulfill its role.
Dren and Templar equipment stats, wrong since release.
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