Django Quik
Dust2Dust.
2433
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Posted - 2014.03.20 10:56:00 -
[1] - Quote
I got like halfway through this thread before the bickering and "i'm right, you're wrong" stuff made me quit reading but I still feel I can contribute productively to this conversation.
Did some similar calculating/graphing last year when I was trying to find out whether it was better to use kinkats or cardregs and came to the conclusion it is almost always better to use kinkats than cardregs. This was with pre-1.8 stats and was no comparing across suits but across mods, however the statement still stands true today:
It is almost always better to have speed than stamina.
Also, the proto cardreg is actually worse to use than the advanced in some scenarios because the stamina increase is the same as the regen increase, which it is not for the advanced. Regening your stamina quicker, is more beneficial in some scenarios (maybe many scenarios in 1.8).
I'll repeat what I've said elsewhere about the Amarr scout - it could do with a little buff to bring it into line with the other scouts but the real thing that kicks it in the nuts is the stupidly high stamina regen on the minmatar scout. That sh*t needs to go. And give the Amarr a 5%/10% increase in stamina/regen, so that it doesn't end up outclassing itself!
Dedicated sidearm scout - Watch out for that headshot
Scout community is the nuts
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Django Quik
Dust2Dust.
2433
|
Posted - 2014.03.20 11:06:00 -
[2] - Quote
Thor Odinson42 wrote:With the Amarr scout I envision being able to run from home point to enemy home point while cloaked
If not I'll be screaming for a respec If you looked at the charts provided in the OP. you'd realise that you'd make that run far quicker in a minmatar suit, no matter how far it is, even though you'd spend some of the time regening stamina at non-sprint pace.
Dedicated sidearm scout - Watch out for that headshot
Scout community is the nuts
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Django Quik
Dust2Dust.
2433
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Posted - 2014.03.20 11:09:00 -
[3] - Quote
Matticus Monk wrote:Stamina is huge to me. I hate not having a cardiac regulator on my fits.
For my particular situation what matters to me is down-time. Time spent regenerating stamina v.s. running. Within that 120 seconds of time covering distance (for example), how much time am I actually forced to walk v.s. run in each suit?
What I want is minimal down-time per battle. I run all the time! To get places, to flank, to get from hiding to an objective to stop a hack, to evade someone about to spot me, to get to cover, etc... in fact the only time I'm not running is when I'm strafing or regenerating. What I'd like is the Amarr to excel at this - they should be better it than any other suit given the same number of cardiac regulators equipped.
If not, that's bunk, but I can't really tell from your charts if that's gonna be the case. The min have better regen by far, but since this is really a problem of total stamina pool and regen time, really the best bet it seems like to me would be to gen up some down-time metric based on straight running or a mix of a certain number of jumps, this, in addition to your other charts may help folks really see the weakness.
The regen downtime on minmatar is absolutely tiny - as soon as the amarr runs out of stamina, its regen downtime is massive. That is the one thing that makes minmatar so much better over every distance in every situation - because they got given an insane and totally un-requested regen buff.
Dedicated sidearm scout - Watch out for that headshot
Scout community is the nuts
|