Cotsy8
The Unholy Legion Of DarkStar DARKSTAR ARMY
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Posted - 2014.04.06 17:12:00 -
[1] - Quote
Charlotte O'Dell wrote:-Scans (range and precision enhancers) -Damps -Biotics -Cloaks
These are the things that scouts should gravitate too, not damage mods (if anyone uses them anymore) and tank modules.
Scout suits need to be changed so that running tank modules is far less beneficial than running traditional 'scout' modules.
The Caldari and Gallente are for sure the biggest slayer-scouts because of their large fitting capacity.
The best solution to this is to reduce their base HP, but also bring AM and MN scout suit PG/CPU up.
Now, scout suits can still tank themselves, but it will take much more to get even close to what it used to be.
Personally, a scout with over 300 EHP is a problem and CCP should discourage, not ban, this tactic.
That is to say that an assault suit fit for EHP and DPS will be far more effective than a scout suit, regardless of the cloak.
GA and CA scouts, as they are, should be used as a model for how assault suits should be.
They are fast and have excellent regen. Perhaps changing assault suit bonuses would be the answer: (5%/lvl): CA - shield extender efficacy, GA - repper efficacy, AM - plate efficacy, MN - DMG mod efficacy
Then a change to MN and AM scout bonuses: MN - kinkat and hacking bonus, AM - CarReg and stamina regen bonus
Let's get this straight, Amarr and Gal have same slot layout so both can tank (best) effectively. The Cal scout can also tank effectively with its 4-2 slot layout but a Min scout is going to have a hard time due to its (should be) running NK for its bonus. 3-3 is still 6 slots, yes, but the reason you run a brick tank is it be successful and running a Min scout brick tank is far less likely. Next point, the Amarr going into 1.8 seem like it was suppose to be a brick tank, so complaining about the Gal and Min and Cal brick tanking seems ridiculous. Amarr potential as a light infantry was highly prized and maybe should be only class allowed to exceed a certain eHP limit (say 600 eHP).
Furthermore, a 300 limit on eHP, yea you can stfu about that because thats so low, Stop telling people how to use their slots. People will go with what works best, and you should always encourage players to try a variety of builds; and during battle one should be flexible enough to adapt to a brick tank, a speed hacker, AA etc.. I don't see a problem with high eHP scouts, especially if cloaks were to go. But setting a low limit is dumb, setting a higher limit will allow more flexibility in battle.
Cal scouts are perfectly fine where they are, they have a huge strength, a balanced weakness ( due to 2 lows), and don't need any tinkering. The Gal scout is fine and will be on par with Cal and Amarr once Amarr gets a boost to its bonus (idea below). The Min Scout is a disaster at advanced, and is still behind at Proto level. Your suggestion to change bonus isn't a bad one but i think where you put the bonus is wrong. First, the scout class bonus needs to go and cloaks needs to be available for new scouts, or lower SP scouts to use properly, while they can restrict cloaks to scout only after the lowering of its CPU/PG. It's an equipment slot which only reward those with the SP to afford lv4-5 scout suits. Which means anyone under 9m SP might not be able too. Removing the scout bonus can open up options for all and make cloaks available to lower SP players at no serious drawback to their builds.
I know Amarr need a complex card minimum as their racial bonus, but adding in extras like bonus WP to a counter hack or making equipment invisible at longer ranges (goes with a saboteur role perfectly). Maybe Amarr can even hack others equipment and gain the WP it provides to teammates once it has switched sides. Would be something cool. It would mean a vital role on the battlefield, and high WP payouts for racial and objective play. Most of the ideas given by Amarr elite players are so OP its funny.
Yes Min needs a boost to PG, a marginal one. What they really need is all racial NK to be released and come with a PG reduction skill. Yes, i like a boost to kin cats because their slot layout is terrible at advanced 3/2 means no speed or no stealth) and still subpar at Proto (3-3 is good) so if you get rid of hacking, people would flips but not if you make that the new racial for scouts. This would make Amarr suits very strong. Speed hacking + bonuses + more WP from the equipment. Min would again reclaim their speed, and let's hope sprint + NK charge time happen, that will fix MIn.
Cal is fine, Gal is fine. Both have unique bonuses which are strong in their own way. Given the scout bonus changed, i suggest removing cloaks bonuses (or cloaks altogether) you could give all scouts another bonus like hacking for all. Encourage objective play, encourage the advantages provided for objectives and lower the slayer role options.
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