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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
2652
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Posted - 2014.04.25 07:39:00 -
[1] - Quote
+5% headshot damage per level.
Don't even trade it out for the other ones, just stack it on top of them. This bonus would actually give the Amarr scout a purpose.
Fizzer94 // Forum Warrior Operation II // MAG Vet
Gallente Neutron Rifle
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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
2652
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Posted - 2014.04.25 08:16:00 -
[2] - Quote
Echo 1991 wrote:People really under estimate the amarr scout. That thing can run for over a minute with a complex cardicac reg. With a cloak active and a dampner you can hide against most things and still fit HP mods. The amarr has a good bonus. People have proved with maths that the other scouts can run further than the Amarr Scout can in the same amount of time. The extra stamina doesn't even make up for the speed loss that the suit has in comparison.
We have also proved that there is absolutely not a single thing other than max EHP(lol brick scouts lol) that the Amarr Scout can do better than a Gallente Scout. Not even one. Anything an Amarr Scout can do, the Gallente one can do better. Anything. This is why I want a headshot bonus.
Fizzer94 // Forum Warrior Operation II // MAG Vet
Gallente Neutron Rifle
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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
2652
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Posted - 2014.04.25 08:34:00 -
[3] - Quote
Echo 1991 wrote:Fizzer94 wrote:Echo 1991 wrote:People really under estimate the amarr scout. That thing can run for over a minute with a complex cardicac reg. With a cloak active and a dampner you can hide against most things and still fit HP mods. The amarr has a good bonus. People have proved with maths that the other scouts can run further than the Amarr Scout can in the same amount of time. The extra stamina doesn't even make up for the speed loss that the suit has in comparison. We have also proved that there is absolutely not a single thing other than max EHP(lol brick scouts lol) that the Amarr Scout can do better than a Gallente Scout. Not even one. Anything an Amarr Scout can do, the Gallente one can do better. Anything. This is why I want a headshot bonus. Then make it harder for the gal scout to do rather than give th amarr a worse bonus. Or give the amarr a dampening bonus as well. The current bonus is fine.
Ahem.
Fizzer94 wrote: +5% headshot damage per level.
Don't even trade it out for the other ones, just stack it on top of them. This bonus would actually give the Amarr scout a purpose.
Fizzer94 // Forum Warrior Operation II // MAG Vet
Gallente Neutron Rifle
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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
2652
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Posted - 2014.04.25 08:42:00 -
[4] - Quote
Echo 1991 wrote:Not really a scout bonus is it? Why should you deal an extra 25% damage you scored a HS? Give it a dampening bonus or some form of e war bonus. Something of a mirror to the Minmatar bonus.
Also, Amarr don't dampen a lot. E-war for the Amarr includes cap warfare and warp scrambling. Since we don't have either of those yet, a headshot bonus seems quite fitting for the Amarrian 'potential DPS' theme we have in Dust, while still remaining somewhat "scouty".
Fizzer94 // Forum Warrior Operation II // MAG Vet
Gallente Neutron Rifle
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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
2655
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Posted - 2014.04.25 15:16:00 -
[5] - Quote
MINA Longstrike wrote:Nocturnal Soul wrote:5% to scrambler pistols RoF. This is a non-bonus too. Semi auto weapons don't need RoF bonuses, nor does the amarr scout need to be hamstrung in such a manner. The ScP is fine as is and doesn't need to be shoehorned in here I actually like that bonus. I would prefer for the ScP to just get it RoF back, but I could work with that.
Fizzer94 // Forum Warrior Operation II // MAG Vet
Gallente Neutron Rifle
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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
2656
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Posted - 2014.04.25 18:52:00 -
[6] - Quote
DEZKA DIABLO wrote:All I kno is it needs a second bonus, how did it walk away with one?
Gal: profile, range Min: damage, hacking Cal: precision , range Amar: stamina...................???????......WTF? That's it?
How did only one bonus slip by? Hurt dur! Because its Stermina and Stremina Regenernation! Derts 2 Bernuses! Burka Durr!
Fizzer94 // Forum Warrior Operation II // MAG Vet
Gallente Neutron Rifle
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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
2656
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Posted - 2014.04.25 19:14:00 -
[7] - Quote
DEZKA DIABLO wrote:Fizzer94 wrote:DEZKA DIABLO wrote:All I kno is it needs a second bonus, how did it walk away with one?
Gal: profile, range Min: damage, hacking Cal: precision , range Amar: stamina...................???????......WTF? That's it?
How did only one bonus slip by? Hurt dur! Because its Stermina and Stremina Regenernation! Derts 2 Bernuses! Burka Durr! Ya but that's kinda lame since a green jar does that anyway, just cuz it's bonus is a mod that does two things by default it shouldn't count as two bonuses I know. The other scouts get bonuses that are equivalent to two module types...
I want +Headshot Damage, or +Scrambler Pistol RoF.
Fizzer94 // Forum Warrior Operation II // MAG Vet
Gallente Neutron Rifle
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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
2656
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Posted - 2014.04.25 20:50:00 -
[8] - Quote
Magnus Amadeuss wrote:Aisha Ctarl wrote:Super Amarr Supporter who is also a Prototype Amarr Scout ak.0 user entering the thread, all kneel.
OP, Your bonus is terrible, current cloak times are plenty long enough.
All may rise. =) How about +5% bonus to biotic modules per level, and then a second bonus? This will reflect the amarr biotic bonus better while not in any way being OP.
- even with 3 kin-cats a peice the amarr suit would still be slower than the minmatar @ 11.06 vs 11.12
- The amarr scout with 2 green bottles would be basically the same as it is now with 2 green bottles. 1 green bottle and the amarr scout would still be a little bit worse off than it is now)
- lol melee bottles
- it still is not an insanely good bonus, but better than the one we have now
TBH I have no clue what to make the second bonus.... maybe heat reduction for laser weapons? +5% Scrambler Pistol RoF per level
It would make a good counterpart to the Minmatar Knife bonus.
Fizzer94 // Forum Warrior Operation II // MAG Vet
Gallente Neutron Rifle
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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
2656
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Posted - 2014.04.25 22:08:00 -
[9] - Quote
MINA Longstrike wrote:Fizzer94 wrote:Magnus Amadeuss wrote:Aisha Ctarl wrote:Super Amarr Supporter who is also a Prototype Amarr Scout ak.0 user entering the thread, all kneel.
OP, Your bonus is terrible, current cloak times are plenty long enough.
All may rise. =) How about +5% bonus to biotic modules per level, and then a second bonus? This will reflect the amarr biotic bonus better while not in any way being OP.
- even with 3 kin-cats a peice the amarr suit would still be slower than the minmatar @ 11.06 vs 11.12
- The amarr scout with 2 green bottles would be basically the same as it is now with 2 green bottles. 1 green bottle and the amarr scout would still be a little bit worse off than it is now)
- lol melee bottles
- it still is not an insanely good bonus, but better than the one we have now
TBH I have no clue what to make the second bonus.... maybe heat reduction for laser weapons? +5% Scrambler Pistol RoF per level It would make a good counterpart to the Minmatar Knife bonus. Stop trying to shoehorn complaints about the ScP 'nerf' into the amarr scout, as it stands the ScP is still performing better than every other pistol - it does not *need* a RoF bonus and having one on the amarr scout would be a waste, I'd rather have something that's actually *good*. I'd be okay with 5-10% to biotics modules per level as it's relatively generic, the downside is in order to get any benefit from it you need to be fitting biotics modules. Bonuses on scouts should be about making the suit inherently better (like hacking speed / dampening / scan range / precision) not about making modules / weapons better situationally. That said, I'm going to ignore what I said about modules/weapons and toss out a 15% reduction to sieze damage and 10% reduction to sieze time per level, so you're actually able to use amarr light weaponry without having to worry about it destroying your suits or leaving you crippled, but you're not outperforming commando's and assaults at their 'roles'
I fully understand that the ScP is still viable, I just don't think it feels like the same weapon that I skilled into. I also think all pistols are in a bad position on the whole, he ScP is just less bad. I would like for all pistols to get a pretty buff, especially the IoP and Flaylock. I just want some extra RoF on my ScP.
Fizzer94 // Forum Warrior Operation II // MAG Vet
Gallente Neutron Rifle
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