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Luna Angelo
We Who Walk Alone
829
|
Posted - 2014.03.20 22:37:00 -
[31] - Quote
Faquira Bleuetta wrote:Korvin Lomont wrote:To be honest the Amarr scout WILL be a scout, it still has scanrange and more stealth than any assault suit. It is also faster than most suits (only other racial scouts are faster and the most fragile assault suit is marginally faster all other suits are slower).
On top of that the Amarr has by far the best stamina and stamina recovery (even without the skill). And the bonus is incredible usefull if you know what you are doing, my gal scout is always low on stamina as I use stamina 95% the time I am in battle.
So the amarr scout is still a scout it is just more focussed in combat.
The gal comes close but will lack overall mobility in exchange for more long term survivability.
The gals scout bonus is also more situational. The dampening skill is only needed if someone is using a protoscanner or against the gal logi. All basic and std scanners will be beaten by any scout as well as all passive scans (apart from the cal scout with skill bonus).
The gals scan range buff is only halfway usefull as he is lacking precision.
The cal scout will be the walking scanner and perfect skirmisher. His bonuses work well together and strenghten each other. Compared to the gal scout they are more powerful because of that.
The minni scout will be the fast hacker (I still don't know how the knife bonus fits in here this should be switched with the gal scan range bonus or against a sprintspeed bonus).
Out of all scouts the hacking seems to be the most usefull bonus in terms of battle importance (well as long as you play PCG/Skirm or Dom in an ambush this bonus is utterly useless).
So every scout suit bonus is somewhat limited in its usage apart from the amarr bonus as long as you move you can make good use of that bonus....
http://1.bp.blogspot.com/_HT09oh7Jzwk/TQ5BFHnovHI/AAAAAAAAAWs/h2KquhgDevQ/s1600/stfu2.jpg#Stfu%20meme If you're going to be rude, rather than listen to our reasons and THINK (shocking concept, I know), perhaps you shouldn't complain to begin with. I understand your concerns. I even mentioned that the bonus made no sense given the Amarr philosophy. But instead of refuting me, with logic and reason (another shocking concept, I know), you tell me to stfu? How petty.
I don't need luck, I have ammo.
Wolves don't lose sleep over the opinions of sheep.
CEO of We Who Walk Alone
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Nocturnal Soul
Fatal Absolution General Tso's Alliance
2415
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Posted - 2014.03.20 22:40:00 -
[32] - Quote
Magnus the Wolf wrote:This is getting real old.
They aren't going to change anything anytime soon. Run the AmScout for awhile and then give specific QQ. There are two reasons why you don't see hardly any known scouts bashing this suit in the forums, just FOTMs and RPers (not calling True, Nocturnal or Aisha FOTMs for the record)
1). We know that the scout suits can be FAR more effective and flexible than the stats reflect. Stamina plays a huge part in survivability for us. I know there are several phenomenal scouts that are going AmScout for this reason.
2). We know how useless QQ is. See our billion page scout registry for honest feedback provided for well over a year for all the good it did us. Except for IWS and his attention we never got recognition or even a blue tag until they shut us down. I hate to say it but if all you want to do is ***** find another suit type. You will not be accepted into our community at this rate and trust me, the scout community is awesome and the main reason I still enjoy this game. We are brothers drenched in blood and a lot of it is our own.
I wish you all luck but please stop making new threads about this. Make one. Provide constructive feedback, complaints, and a dash of QQ for 500+ pages and then maybe your dreams will come true. Or maybe a vocal minority will show up when you get want you want and then they will pee all over it because it isn't good enough. I guarantee if the AmScout had been around before 1.8 it would have been FAR worse.
Good luck. I wish you all happiness and success on the battlefield. Yo nice post and all but have you read Aero's post Amarr vs. Gal builds? Or even looked at Magnus post calculating were the A-scout would be in a foot race? How about my post that's states that the minmatar scout has a faster regain than the Amarr even with bonuses to lvl 5? Trust me we have provided constructive feedback and all we got were people shouting your 40+ hp makes your suit better in combat than any other scout.... oh and my favorite "The Amarr are a combat oriented race so that extra hp buff makes up for it."(40+ more hp doesn't make you combat oriented and being slower than assault doesn't help either). Anyway not trying to be a d*ck and all but bro the numbers and graphs are right there how can you just ignore them?
Its alright everyone, no need to worry it's just an Amarr scout :(
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Faquira Bleuetta
Fatal Absolution General Tso's Alliance
300
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Posted - 2014.03.20 22:40:00 -
[33] - Quote
Luna Angelo wrote:Faquira Bleuetta wrote:Korvin Lomont wrote:To be honest the Amarr scout WILL be a scout, it still has scanrange and more stealth than any assault suit. It is also faster than most suits (only other racial scouts are faster and the most fragile assault suit is marginally faster all other suits are slower).
On top of that the Amarr has by far the best stamina and stamina recovery (even without the skill). And the bonus is incredible usefull if you know what you are doing, my gal scout is always low on stamina as I use stamina 95% the time I am in battle.
So the amarr scout is still a scout it is just more focussed in combat.
The gal comes close but will lack overall mobility in exchange for more long term survivability.
The gals scout bonus is also more situational. The dampening skill is only needed if someone is using a protoscanner or against the gal logi. All basic and std scanners will be beaten by any scout as well as all passive scans (apart from the cal scout with skill bonus).
The gals scan range buff is only halfway usefull as he is lacking precision.
The cal scout will be the walking scanner and perfect skirmisher. His bonuses work well together and strenghten each other. Compared to the gal scout they are more powerful because of that.
The minni scout will be the fast hacker (I still don't know how the knife bonus fits in here this should be switched with the gal scan range bonus or against a sprintspeed bonus).
Out of all scouts the hacking seems to be the most usefull bonus in terms of battle importance (well as long as you play PCG/Skirm or Dom in an ambush this bonus is utterly useless).
So every scout suit bonus is somewhat limited in its usage apart from the amarr bonus as long as you move you can make good use of that bonus....
http://1.bp.blogspot.com/_HT09oh7Jzwk/TQ5BFHnovHI/AAAAAAAAAWs/h2KquhgDevQ/s1600/stfu2.jpg#Stfu%20meme If you're going to be rude, rather than listen to our reasons and THINK (shocking concept, I know), perhaps you shouldn't complain to begin with. I understand your concerns. I even mentioned that the bonus made no sense given the Amarr philosophy. But instead of refuting me, with logic and reason (another shocking concept, I know), you tell me to stfu? How petty. http://1.bp.blogspot.com/_HT09oh7Jzwk/TQ5BFHnovHI/AAAAAAAAAWs/h2KquhgDevQ/s1600/stfu2.jpg#Stfu%20meme
(n+ëGèÖGÇ+GèÖ)n+ën+PpÇÄG£º~TEARS~G£ºpÇÅ 1.8 Laser rifle buff faq will be back to melt all ur sorry ass the good ol chromosomes days.
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Ivan Avogadro
Subdreddit Test Alliance Please Ignore
886
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Posted - 2014.03.20 22:51:00 -
[34] - 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. |
Luna Angelo
We Who Walk Alone
830
|
Posted - 2014.03.20 23:00:00 -
[35] - Quote
Ivan Avogadro wrote: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. Lore DOES matter, though. I say these things because the lore is what drew me. That being said, I agree with your points. With a better bonus, one that's combat oriented, it would fall in line. As it is, it is a joke. I said THAT, too. When I said that Amarr are the better fighters, I meant the other suits are better suited. If the Amarr Scout had a better bonus, it would fit into that.
Here is my reasoning: Amarr Assault has a laser weapon heat sink. Amarr logi has a sidearm. Amarr Sentinel has the best tank. Amarr Commando is, well, IDK, really, but only because I don't want to look up the bonus at the moment.
With those facts, it stands to reason that Amarr Scout would follow the same path. So it's not JUST the lore, but the other suits.
I don't need luck, I have ammo.
Wolves don't lose sleep over the opinions of sheep.
CEO of We Who Walk Alone
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8518
|
Posted - 2014.03.20 23:02:00 -
[36] - Quote
Luna Angelo wrote:Ivan Avogadro wrote: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. Lore DOES matter, though. I say these things because the lore is what drew me. That being said, I agree with your points. With a better bonus, one that's combat oriented, it would fall in line. As it is, it is a joke. I said THAT, too. When I said that Amarr are the better fighters, I meant the other suits are better suited. If the Amarr Scout had a better bonus, it would fit into that. Here is my reasoning: Amarr Assault has a laser weapon heat sink. Amarr logi has a sidearm. Amarr Sentinel has the best tank. Amarr Commando is, well, IDK, really, but only because I don't want to look up the bonus at the moment. With those facts, it stands to reason that Amarr Scout would follow the same path. So it's not JUST the lore, but the other suits.
Can I get your lore sources that state our combat doctrine oriented as you say? I would also like sources from EVE ships that point out how our specialist ships cannot functions effectively in their roles and are more inclined towards direct combat.
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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Luna Angelo
We Who Walk Alone
830
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Posted - 2014.03.20 23:07:00 -
[37] - Quote
True Adamance wrote:Luna Angelo wrote:Ivan Avogadro wrote: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. Lore DOES matter, though. I say these things because the lore is what drew me. That being said, I agree with your points. With a better bonus, one that's combat oriented, it would fall in line. As it is, it is a joke. I said THAT, too. When I said that Amarr are the better fighters, I meant the other suits are better suited. If the Amarr Scout had a better bonus, it would fit into that. Here is my reasoning: Amarr Assault has a laser weapon heat sink. Amarr logi has a sidearm. Amarr Sentinel has the best tank. Amarr Commando is, well, IDK, really, but only because I don't want to look up the bonus at the moment. With those facts, it stands to reason that Amarr Scout would follow the same path. So it's not JUST the lore, but the other suits. Can I get your lore sources that state our combat doctrine oriented as you say? I would also like sources from EVE ships that point out how our specialist ships cannot functions effectively in their roles and are more inclined towards direct combat. Adamance, my friend, you and I know that the EVE ships have 2-3 bonuses, while we just have 2.... And as for Lore, Templar One. The original was MADE to fight on the frontlines.
I don't need luck, I have ammo.
Wolves don't lose sleep over the opinions of sheep.
CEO of We Who Walk Alone
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8519
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Posted - 2014.03.20 23:12:00 -
[38] - Quote
Luna Angelo wrote: Adamance, my friend, you and I know that the EVE ships have 2-3 bonuses, while we just have 2.... And as for Lore, Templar One. The original was MADE to fight on the frontlines.
Can I get excerpts please?
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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Western Ways
Krullefor Organization Minmatar Republic
32
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Posted - 2014.03.20 23:35:00 -
[39] - Quote
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. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8521
|
Posted - 2014.03.20 23:39:00 -
[40] - Quote
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.
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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DEZKA DIABLO
0uter.Heaven
432
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Posted - 2014.03.20 23:52:00 -
[41] - Quote
Why is it the fighter? Why does it not truely adequately fulfil the role and design of a scout?
If you were in my position looking at the scouts and you see
calidari be best recon amarr fighting gal stealth minitar speed
Do you not wonder why Amarr are getting marginalised into a race of assault suits? [/quote] Your missing the point, my GK0 has barely 300 HP on these fits
Speed fit
2xcomp kins/2x range Comp cardio /profile damp Comp shield/percision /comp damage comp reactive plate Sg /remotes/scp/smg
Shield 87/160 Armor around 220 Regen 2hp
I can mimic this fit with a AK and almost have the same base HP before I fit it, I can run a rep instead of a plate and still have the same HP and a faster rep rate than the5 HP from the gal passive an the reactive, use two speeds and a range, use the cloak as my damp and use a shield or two and or percision or make the exact same fits and have more HP .
So yea it's a fighter what it lacks in stealth it makes up in beefyness!
It's the ultimate shotgun scout, when you make a scout u add mods that add to its bonuses, if you put a complex plate, rep, two reds or red green or whatever else you can go heavy hunting no problem, if you wanna evade and hide your playstyle doesn't fit the Amar because that's not how amar fight.
Their armor fighters and slower with more stamina, so if you want E war you can do it but those aren't the suits strengths, take it or leave it and go gallente .
Dead trigger master , an ya I do that ISH ON PURPOSE!
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8522
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Posted - 2014.03.20 23:55:00 -
[42] - Quote
My point is I dont think you can justify why the Amarr scout fulfils an assault role as opposed to a scout role?
You neither have lore evidence or knowledge like I can expect from other players, you are basing your assessment off of what? Some arbitrary knowledge you think you possess and are entitled to after playing this game for X months?
Have you even looked into Amarr combat doctrines and historical precedents of such combat doctrines?
Why even build a scout that isnt designed to scout?
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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DJINN Marauder
Ancient Exiles. Renegade Alliance
4685
|
Posted - 2014.03.21 00:03:00 -
[43] - Quote
DEZKA DIABLO wrote: Your missing the point, my GK0 has barely 300 HP on these fits
Speed fit
2xcomp kins/2x range Comp cardio /profile damp Comp shield/percision /comp damage comp reactive plate Sg /remotes/scp/smg
Shield 87/160 Armor around 220 Regen 2hp
I can mimic this fit with a AK and almost have the same base HP before I fit it, I can run a rep instead of a plate and still have the same HP and a faster rep rate than the5 HP from the gal passive an the reactive, use two speeds and a range, use the cloak as my damp and use a shield or two and or percision or make the exact same fits and have more HP .
So yea it's a fighter what it lacks in stealth it makes up in beefyness!
It's the ultimate shotgun scout, when you make a scout u add mods that add to its bonuses, if you put a complex plate, rep, two reds or red green or whatever else you can go heavy hunting no problem, if you wanna evade and hide your playstyle doesn't fit the Amar because that's not how amar fight.
Their armor fighters and slower with more stamina, so if you want E war you can do it but those aren't the suits strengths, take it or leave it and go gallente .
You put a complex reactive on a gall scout?! Well then of course the ak scout will better when you compare!
Reactive plates blow... You're just being biased now with your module choices
GôÉGô¥GôÿGô£Gôö > GôÉGô¢Gô¢
Gÿà¿When will dust get better?Gÿà
Forum Warrior LV. 5 | Warframe is awesome! | PSN: I-NINJA-ALL-DAY
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Luna Angelo
We Who Walk Alone
830
|
Posted - 2014.03.21 00:10:00 -
[44] - Quote
True Adamance wrote:My point is I dont think you can justify why the Amarr scout fulfils an assault role as opposed to a scout role?
You neither have lore evidence or knowledge like I can expect from other players, you are basing your assessment off of what? Some arbitrary knowledge you think you possess and are entitled to after playing this game for X months?
Have you even looked into Amarr combat doctrines and historical precedents of such combat doctrines?
Why even build a scout that isnt designed to scout? Adamance, I will find a few later and post them. Is that ok, my friend?
I don't need luck, I have ammo.
Wolves don't lose sleep over the opinions of sheep.
CEO of We Who Walk Alone
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8528
|
Posted - 2014.03.21 00:12:00 -
[45] - Quote
Luna Angelo wrote:True Adamance wrote:My point is I dont think you can justify why the Amarr scout fulfils an assault role as opposed to a scout role?
You neither have lore evidence or knowledge like I can expect from other players, you are basing your assessment off of what? Some arbitrary knowledge you think you possess and are entitled to after playing this game for X months?
Have you even looked into Amarr combat doctrines and historical precedents of such combat doctrines?
Why even build a scout that isnt designed to scout? Adamance, I will find a few later and post them. Is that ok, my friend?
Sweet. I honestly have never read Templar One, but I do know its not a favourably looked upon source of Prime Fiction.
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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Magnus Amadeuss
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
605
|
Posted - 2014.03.21 00:22:00 -
[46] - Quote
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.
So in what world does a prot minmatar assault have a 3/2 slot layout? I only ask this because apparently you used a proto amarr scout.
If you were actually trying to be at least a tiny bit impartial, you would use a proto assault, or basic assault and basic scout. either or.
Actually after looking at your fits further... wtf are you on drugs?
While there is no better place to be wealthy than the Gallente Federation, there is no hell worse for the poor either.
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Magnus Amadeuss
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
605
|
Posted - 2014.03.21 00:26:00 -
[47] - Quote
DEZKA DIABLO wrote:Why is it the fighter? Why does it not truely adequately fulfil the role and design of a scout?
If you were in my position looking at the scouts and you see
calidari be best recon amarr fighting gal stealth minitar speed
Do you not wonder why Amarr are getting marginalised into a race of assault suits?
Your missing the point, my GK0 has barely 300 HP on these fits
Speed fit
2xcomp kins/2x range Comp cardio /profile damp Comp shield/percision /comp damage comp reactive plate Sg /remotes/scp/smg
Shield 87/160 Armor around 220 Regen 2hp
I can mimic this fit with a AK and almost have the same base HP before I fit it, I can run a rep instead of a plate and still have the same HP and a faster rep rate than the5 HP from the gal passive an the reactive, use two speeds and a range, use the cloak as my damp and use a shield or two and or percision or make the exact same fits and have more HP .
So yea it's a fighter what it lacks in stealth it makes up in beefyness!
It's the ultimate shotgun scout, when you make a scout u add mods that add to its bonuses, if you put a complex plate, rep, two reds or red green or whatever else you can go heavy hunting no problem, if you wanna evade and hide your playstyle doesn't fit the Amar because that's not how amar fight.
Their armor fighters and slower with more stamina, so if you want E war you can do it but those aren't the suits strengths, take it or leave it and go gallente .[/quote]
As had been established, they have exactly the same slot layout. The gallente has more PG, faster, lower profile, better scan radius, and 3hp/sec repair, the amarr has more CPU , stamina/recharge, and 30 more HP.
That is the only difference between the suits.. yep that is it. Oh and they look a bit different.
While there is no better place to be wealthy than the Gallente Federation, there is no hell worse for the poor either.
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Western Ways
Krullefor Organization Minmatar Republic
32
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Posted - 2014.03.21 00:49:00 -
[48] - Quote
Magnus Amadeuss wrote:So in what world does a prot minmatar assault have a 3/2 slot layout? I only ask this because apparently you used a proto amarr scout.
If you were actually trying to be at least a tiny bit impartial, you would use a proto assault, or basic assault and basic scout. either or.
Actually after looking at your fits further... wtf are you on drugs?
I couldn't fit any more modules on the minmatar due to cpu/pg restraints, from what i hear about minmatar suits on the forums this isn't uncommon. i could've fit more modules if i used lesser weapons and equipment but i don't think that would've taken away from my point.
So yeah i did use a proto assault, and maybe the next time you could be less of a idckhole and ask instead of just assuming and getting butthurt at someone's forum post.
lol, i could give a ufck what you think about the fits, the point was about ehp and groundspeed. |
DEZKA DIABLO
0uter.Heaven
432
|
Posted - 2014.03.21 00:49:00 -
[49] - Quote
True Adamance wrote:My point is I dont think you can justify why the Amarr scout fulfils an assault role as opposed to a scout role?
You neither have lore evidence or knowledge like I can expect from other players, you are basing your assessment off of what? Some arbitrary knowledge you think you possess and are entitled to after playing this game for X months?
Have you even looked into Amarr combat doctrines and historical precedents of such combat doctrines?
Why even build a scout that isnt designed to scout? Look I been around since beta and you know my main and give Hume more respect than this but he's on probation till may, what I do kno Is that ewar scouts like gal and cal fitted properly with profile and range and percision amps lose HP to extend these bonuses because percision and shields share the same slots for a cal and if you want range and profile damp suit on that cal you lose both low slots, now you got no speed, armor buff or reps or stamina an three shields and one percision.
The gallente loses its shields for percision to be aware of scouts, loses two HP slots if you want to run a damp and a range, so you got two slots to add HP or speed or stamina.
The min will probably scout wise get noticed but be full of stamina and speed and shields so it won't mater but if it does use a range, damp and 2 percision it only has two slots left for HP and biotics.
The Amar will have a higher base HP than any of these scouts without using a slot and even if it goes full scoutty with percision and biotics or E war it still has more options to fit one of every mod or many of a certain kind.
I see no strength in your complaints
Dead trigger master , an ya I do that ISH ON PURPOSE!
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DJINN Marauder
Ancient Exiles. Renegade Alliance
4686
|
Posted - 2014.03.21 01:00:00 -
[50] - Quote
Western Ways wrote:Magnus Amadeuss wrote:So in what world does a prot minmatar assault have a 3/2 slot layout? I only ask this because apparently you used a proto amarr scout.
If you were actually trying to be at least a tiny bit impartial, you would use a proto assault, or basic assault and basic scout. either or.
Actually after looking at your fits further... wtf are you on drugs?
I couldn't fit any more modules on the minmatar due to cpu/pg restraints, from what i hear about minmatar suits on the forums this isn't uncommon. i could've fit more modules if i used lesser weapons and equipment but i don't think that would've taken away from my point. So yeah i did use a proto assault, and maybe the next time you could be less of a idckhole and ask instead of just assuming and getting butthurt at someone's forum post. lol, i could give a ufck what you think about the fits, the point was about ehp and groundspeed. Couldn't fit more modules?
Minmitar Assault http://www.protofits.com/fittings/shared/181/1576
861 hp
5.04 run speed.
All within your weapon, equipment, and CPU / PG restraints.
GôÉGô¥GôÿGô£Gôö > GôÉGô¢Gô¢
Gÿà¿When will dust get better?Gÿà
Forum Warrior LV. 5 | Warframe is awesome! | PSN: I-NINJA-ALL-DAY
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Western Ways
Krullefor Organization Minmatar Republic
32
|
Posted - 2014.03.21 01:23:00 -
[51] - Quote
@ DJINN Marauder
That build is using a toxin smg, i used a proto smg. The point was to give them equal weapons and equipment and see who could get more ehp without giving up a speed advantage. I've plugged in that build 3 different times in the last two days and got different results. One time the minassault was ahead and the other two times gave it to the amarr
Look ... I'm not trying to isht in anybody's fruitloops. I think the Amarr bonus sucks balls and you guys should fight to get it changed into something else. The only point i was trying to make is that the Amarr scout won't be useless, in fact i think it will be downright scary in the right hands. |
Operative 1171 Aajli
Bragian Order Amarr Empire
1593
|
Posted - 2014.03.21 02:04:00 -
[52] - Quote
Caldari = cleaning Gallente = jerking Minmatar = waxing Amarr = sexting
"Stay stealthy scouts."
GÇô Ron Burgundy
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Gavr1Io Pr1nc1p
227
|
Posted - 2014.03.21 02:25:00 -
[53] - Quote
gal-speed gal-stealth gal-eHP gal-fittings cal-scanning am-long distance running min-being killed
Kills-Archduke Ferdinand
Balance!
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Magnus Amadeuss
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
607
|
Posted - 2014.03.21 04:05:00 -
[54] - Quote
Gavr1Io Pr1nc1p wrote:gal-speed gal-stealth gal-eHP gal-fittings cal-scanning am-long distance running min-being killed
yeah but the amarr suck at long distance running if you want to get anywhere. So kindly take that off of the list.
*it has been proven that amarr will never be the first suit anywhere, no matter the distance*
While there is no better place to be wealthy than the Gallente Federation, there is no hell worse for the poor either.
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shadow drake35
The Third Day Galactic Skyfleet Empire
85
|
Posted - 2014.03.21 12:22:00 -
[55] - Quote
amarr will be a scout but also light assault amarr are fighter and thanks for all the replys
MAG Raven, Valor, and S.V.E.R. Veteran
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shadow drake35
The Third Day Galactic Skyfleet Empire
85
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Posted - 2014.03.21 12:24:00 -
[56] - Quote
Gavr1Io Pr1nc1p wrote:gal-speed gal-stealth gal-eHP gal-fittings cal-scanning am-long distance running min-being killed no no no no gal-stealth amarr-ehp cal-recon/scanning minitar- any runing it is very easy to tell your a gal fan i play all factions
MAG Raven, Valor, and S.V.E.R. Veteran
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k joydrop
Nos Nothi
15
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Posted - 2014.03.21 13:26:00 -
[57] - Quote
CRNWLLC wrote:shadow drake35 wrote:up top will calidari be best recon amarr fighting gal stealth minitar speed is that right I think it's like this: Cal = scan master Min = hacker/blademaster Gal = ghost (master baiter, if you will) Amarr = passed over That's it.
If they were ninja turtles it would be
Cal = Donatello Min = Leonardo Gal = Michelangelo Amarr = Raphael, the misunderstood bruiser
Asha was here.
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CRNWLLC
Screwy Rabbit ULC
140
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Posted - 2014.03.21 17:14:00 -
[58] - 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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Hecarim Van Hohen
Bullet Cluster Legacy Rising
649
|
Posted - 2014.03.21 17:15:00 -
[59] - Quote
Amarr scout excels at being mediocre it seems
BANGO SKANK WAS HERE
1.7 best match (HMG): 40/9/9 (K/A/D)
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CRNWLLC
Screwy Rabbit ULC
140
|
Posted - 2014.03.21 17:20:00 -
[60] - 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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