CRNWLLC
Screwy Rabbit ULC
140
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Posted - 2014.03.21 17:14:00 -
[2] - Quote
Ivan Avogadro wrote:Amarr isn't that great at fighting guys. People need to stop thinking this way. They get 30 more health than the Gal or Cal Scout. T-H-I-R-T-Y. You can up that to 37.5 with full on core skills. They also get the same exact slot loadout as the Gal scout, so any brick you put on the Amarr you can match on the Gal, guaranteed.
So you have a scout that gets 37.5 more brick that runs slower. Ok, maybe that's a fine trade off. But also consider that the Gal Scout gets a permanent 3hp/s armor regen while Amarr does not. Why does the scout with the least shield, the slowest shield regen, the most armor, and no armor rep get to be called the "Warrior Scout"? Amarr's will be the ones hurting the most after an engagement, going to look for rep hives or a logi.
Gal scouts, for just a little less HP get to heal to full every time, and are invisible enough to run away and hide. Cal scouts get the shield buffer, so if you don't damage their armor at all they will also heal to full rather quickly.
The awesomeness that is Gal scout passive armor reps cannot be overstated. This means that if I kill an enemy and take a couple bullets (since any more than 2 usually = a lost clone) in the process, I can take cover, chill/run behind cover, looking for another victim, for about 40 seconds, and I'm good to go. This means a player can save that low slot for plate, if they care about EHP (but what sort of scouting scout does?), red or green pills, etc.
Since the Gal scout only needs two complex damps with max skills to be radar invisible to 95% of the players in the game (the other 5%--and I'm sure that's a high estimate--would be Gallogis with Duvolle Focused AS), and since it's unlikely that the majority of other scouts will be running 2 complex damps (Cals because they only have two low slots, Mins because they only have three, and Amarr since many folks will likely be putting at least a plate and a repper in two of the 4 slots, trying to achieve that assault feel), the Gal scout is going to be a fricken nightmare on the field.
My intended fits:
G/1-Series 2 x advanced precision enhancers 2 x enhanced profile dampener 1 x enhanced range amplifier or enhanced codebreaker 1 x CRG-3 Shotgun 1 x breach SMG 1 x remote explosives 1 x uplink 1 x locus grenades
gk.0 Ditto above, except complex/proto everything and I'll fit both the range amp and the codebreaker.
My other dropsuit is a Python.
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CRNWLLC
Screwy Rabbit ULC
140
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Posted - 2014.03.21 17:20:00 -
[3] - Quote
True Adamance wrote:Western Ways wrote:I worked these out at protofits and i gotta say, i don't think the amarr scout is as bad as people are making it out to be. I posted this in another topic but it seemed relevant to bring it into this one. I used the same weapon and equipment loadouts for each and tried to squeeze out as much ehp as i could out of the suits while giving them about the same ground speed.
Minmatar assault (within cpu and pg constraints) 404 cpu 78 pg 2 complex extenders 1 basic extender 1 complex plate 1 enhanced plate Proto CR, SMG, flux and triage nanohive
795 ehp 4.88 m/s run speed
Amarr scout (within cpu and pg constraints) 436 cpu 89 pg 2 complex extenders 1 complex plate 1 enhanced plate 1 complex ferroscale plate 1 basic ferroscale plate Same weapon/equipment loadout
823 ehp 4.84 m/s run speed
lol @ the amarr scout being a better assault suit than the minmatar assault, and it can get even beefier while still maintaining assault speeds. Why are you tanking your Scout out? That wastes the suit and makes no sense.
< 5 m/s running speed of a scout?!? WTF?!?!
My other dropsuit is a Python.
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