Ivan Avogadro
Subdreddit Test Alliance Please Ignore
879
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Posted - 2014.03.20 20:06:00 -
[1] - Quote
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. |
Ivan Avogadro
Subdreddit Test Alliance Please Ignore
886
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Posted - 2014.03.20 22:51:00 -
[2] - Quote
Luna Angelo wrote:[ Never said that. You still HAVE the specialist role. You're still a scout, you're just better suited than the other scouts to combat. What's to stop you from doing other things with it. Caldari will be the best Hunter-Killer, like it will be with it's other suits (exception of Logi, which will be best for restocking ammo), Gallentes are best at CQC, no matter the class, and Minmatar are the fastest, no matter the class. Amarr will just be the strongest combatants. Nothing more or less than that was my point. And, like I said, the bonus doesn't fit with the philosophy.
Remember, Amarr fight for their God, they fight on the front for that reason. Caldari are utilitarian, so they are longer range, as it's more efficient (not effective, but efficient), Gallente prefer being personal, so they will be, and are, the kings of CQC, and Minmatar use hit-and-run, skirmishing tactics, and thus are the fastest suits for that. One-on-one, Min wins, more than that, Amarr will win. Long-range, Caldari wins, up close, Gallente reigns supreme.
TL;DR: Amarr are fighters, Caldari are snipers (not the class, the playstyle), Gallentes are CQC, and Minmatar are skirmishers.
You're presenting an argument without any substance. Lore can be whatever the devs say, it has no baring on game mechanics. So I want you to address your thesis.
Luna Angelo wrote: you're just better suited than the other scouts to combat
Please back that statement up with facts and reasons, not equivocation and lore. Why are the Amarr scouts better fighters than Gallente Scouts?
First just looking at the suits themselves the Amarr are (a) lacking in native armor regen and (b) 4% slower. They recieve a 30 EHP buff total. Does 30 extra hit points make them better at combat? Arguable. And certainly not so self apparent that you can just make a blanket statement and expect everyone to agree with you.
Next, look at the racial bonuses. Gallente get extra scan range, and extra dampening. Amarr get extra stamina and extra stamina regen. Everyone knows that the Gal bonus is complex level and the Am bonus is militia level. It's the source of most of the Amarr scout hate. But anyway, how exactly does extra stamina help them in a fight? Unless you are using melee, it doesn't. And its not like bunny hopping in a slower suit is any better than strafing in a faster suit
If we are being honest with each other, dampening doesnt help with a fight either. It helps immediately before or immediately after, but if you are actively being shot at, a dampening bonus is worthless. So it's not like Gal is "better" here, but they certainly aren't worse at combat than the Amarr. What the Gal scout will be better at is picking its fights. To the casual observer, it will seem like Gal scouts win more often because they get to control engagements better. Cal scouts and Scanner Logis will be picking your Amarr scout up all the time. Gal scouts at least avoid that nonsense.
In the end, you have a scout without a niche. Saying it's "combat" oriented because of a few HP isn't correct. Even Min scout is more combat because he gets a legitimate bonus to a weapon. Amarr have a little bit more defense, at the expense of health regen and speed. Reload bonus, damage bonus, clip size bonus, weapon fitting bonus...these are all things that would enhance a "combat specialist" persona. They are not on the Amarr scout. |