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iliel
Capital Acquisitions LLC Dirt Nap Squad.
21
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Posted - 2014.04.05 06:45:00 -
[31] - Quote
Leadfoot10 wrote:Charlotte O'Dell wrote:The cal is easily countered by one guy with a scanner . Given the new limitations of the scanner (cooldown and limited angle), how is the cal scout "easily countered"? Generally, Char, your posts make perfect sense. This one, I'm not so sure. One guy (gallogi) with 4 scanners -- perhaps. One guy with one scanner -- I can't see it. Curiously yours....Leadfoot
Could just stack 2k+ HP on a Gal Heavy and wait with an Hmg, get shot once, twice, or even thrice, swing around and spray bullets in a circle, and voila . . . Cal scout's dead. Heck, for laughs, why not do the same thing with a ScR? |
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Garrett Blacknova
Codex Troopers
4901
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Posted - 2014.04.05 06:48:00 -
[32] - Quote
Awry Barux wrote:Right- so I guess, if you can only ever kill 1 person per death, the Amarr scout is better. But if you're half-decent at this game, you're sometimes going to kill multiple people in succession, possibly with up to 30-60 seconds between kills. The free enhanced armor repper comes out miles ahead of +30 base HP in every situation other than desperately throwing one suit after another at the enemy.
The strength of scouts is their ability to dictate the terms of combat- for example, attacking a heavy, retreating, moving and regenerating a bit, then attacking again. In that time period, the scout has gained more HP than the heavy, and further benefits from getting the drop on their opponent for a second time. The Amarr scout's lack of regen severely limits its potential in this role, and if you try to fit it for regen with any sort of repper at all, it gets out-buffer-tanked by the Gal scout. You're right.
I forgot that it's impossible to fit armour repairers on a Scout suit. I also forgot how they don't get repaired by Repair Tools and (R) Nanohives like all the other suits. And the fact that swapping suits at a Supply Depot doesn't let you repair your armour also slipped my mind.
No, wait, all those things are FALSE.
The only scenario where the GalScout has the EHP advantage is one where the EHP advantage doesn't apply.
And no, the slight eHP bonus ALONE isn't enough to balance out the disadvantages, but that's assuming it's ONLY the eHP that you have more of. Stamina is worth a LOT to a good Scout when played correctly. If you use that advantage well, it's HUGE. |