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MINA Longstrike
559
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Posted - 2014.04.25 07:29:00 -
[1] - Quote
Operative 2511 Dajli wrote:Longer active time on the cloak.
Makes sense. It is a more important scout related aspect than stamina.
It fits with a similarity to how Amarr ships operate; having a large capacitor to handle laser weapon operation. Just as Amarr assaults have a reduction to heat for laser weapons, scouts would get a similar (cap related) bonus to their main equipment.
To offset the longer active time just up the profile of the Amarr scout so that they can't damp down quite as well as other scouts. Also, you already have the penalty of not getting a better scan bonus like Cal and Gal.
So, you get to stay cloaked for longer but, at an increased chance of detection by Cal or Gal scouts. Which is not much worse than what it is now and the Amarr scout should rightly be brick tanking over low profiling.
Yay for yet another NOTANACTUALBONUS suggestion! Y'know what suit bonuses are? Good ones? Stuff like hack speed on the min scout, or scan precision for the caldari scout, things like rep tool range and rep amount for the minmatar logi, or reload speed for the various commando's, heat buildup for the amarr assault. Things that make you want to skill into a suit because it allows you to what you want to do *better* - just by existing. An advanced cloak (let alone prototype) already gives *FAR* more uptime than most scouts will ever need. This prospective bonus is objectively bad simply because it doesn't do anything *useful* - you lose way too much on a suit trying to fit a cloak at low levels of scout skill and at higher levels you can slap an advanced or prototype cloak on with minimal issues.
With how much they've buffed stamina on the other scouts, the stamina bonus for the amarr scout is absolutely pathetic - it loses footraces to *everything* - it is not an actual bonus. I'm not certain what the amarr scout *does* need (aside from about 30 more shields and a faster base movement speed) but it certainly isn't stuff like cloak uptime or scrambler pistol RoF or some of the other bad stuff I've heard.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
559
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Posted - 2014.04.25 09:07:00 -
[2] - 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.
Hacking, Scan range, Scan Precision, and Profile Dampening are *all* covered by the other races.
Minmatar have speed. The amarr have a (useless) stamina bonus (useless because CCP in their infinite wisdom buffed the everloving **** out of stamina across most suits). There currently isn't a niche that the amarr scout covers.
I'm not sure I like the headshot bonus but the amarr scout needs some serious work.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
559
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Posted - 2014.04.25 09:46:00 -
[3] - Quote
Echo 1991 wrote:MINA Longstrike wrote: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. Hacking, Scan range, Scan Precision, and Profile Dampening are *all* covered by the other races. Minmatar have speed. The amarr have a (useless) stamina bonus (useless because CCP in their infinite wisdom buffed the everloving **** out of stamina across most suits). There currently isn't a niche that the amarr scout covers. I'm not sure I like the headshot bonus but the amarr scout needs some serious work. So with a kincat, you can run at around 8 m/s, use a cloak and become invisible and run from one side of the map to the other with a few seconds of stamina recovery. What about that needs work? It needs an extra bonus for sure, but the stamina bonus is good.
The stamina bonus is awful. If you match kincat for kincat every other suit still beats the amarr scout, a few without sacrificing tank and some don't even need the kincats to beat the amarr scout on foot.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
560
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Posted - 2014.04.25 09:54:00 -
[4] - Quote
Mossellia Delt wrote:Anyone maybe think of a bonus to let's say... nullify armour plate speed penalties.
Thought about it, realized speed penalties would have to be much worse to justify it.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
560
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Posted - 2014.04.25 13:42:00 -
[5] - Quote
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
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
562
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Posted - 2014.04.25 21:08:00 -
[6] - Quote
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'
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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