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Nocturnal Soul
Immortal Retribution
3015
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Posted - 2014.04.25 12:02:00 -
[31] - Quote
Faquira Bleuetta wrote:Nocturnal Soul wrote:5% to scrambler pistols RoF. the shotgun is better Well that's nice to know but it isn't getting a bonus to a gallente weapon now is it?
Its alright everyone, no need to worry it's just an Amarr scout :(
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Tolen Rosas
Kang Lo Directorate Gallente Federation
375
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Posted - 2014.04.25 12:06:00 -
[32] - Quote
it needs something. amarr scout and minmatar heavy both standing out in the cold. |
Bormir1r
Fatal Absolution Dirt Nap Squad.
395
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Posted - 2014.04.25 12:10:00 -
[33] - 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.
Could you suggest any bonus changes for the Min too? Because we're almost just as ****** as you guys.
"One does not simply" run 11.12 m/s.
Oh wait, mk.0 Scouts do it... Oops.
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Krom Ganesh
Nos Nothi
1520
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Posted - 2014.04.25 12:15:00 -
[34] - Quote
Personally, I like the idea of a bonus to max ammo pool on laser weaponry. It fits with the Amarrians endurance theme.
It would be helpful for weapons with a low ammo pool like the ScP and could potentially eliminate the need for a nanohive when using laser weapons with high ammo pools like the ScR.
Something like a 25% or 50% at max perhaps? |
Faquira Bleuetta
Fatal Absolution Dirt Nap Squad.
342
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Posted - 2014.04.25 12:32:00 -
[35] - Quote
Nocturnal Soul wrote:Faquira Bleuetta wrote:Nocturnal Soul wrote:5% to scrambler pistols RoF. the shotgun is better Well that's nice to know but it isn't getting a bonus to a gallente weapon now is it? https://forums.dust514.com/default.aspx?g=posts&m=2086224#post2086224 |
RuckingFetard
Better Hide R Die
798
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Posted - 2014.04.25 13:02:00 -
[36] - Quote
Faquira Bleuetta wrote:RuckingFetard wrote:+10% to max speed per level (Lil) and + current bonus. There, you got one cute bonus (to outrun any threat) lol ur crazy But just think about it : good speed, sufficient stamina....
The minmatar can go hackzilla, the smart will go blitzilla
Running pure shield tanked Caldari 'cuz me a hippy
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Vell0cet
Dirt Nap Squad Dirt Nap Squad.
1443
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Posted - 2014.04.25 13:37:00 -
[37] - Quote
Instead of increasing the uptime of the cloak, it makes more sense to increase the recharge rate, thereby decreasing the downtime. The Amarr scout is slow, and easy to detect. It is completely dependent on the cloak for survivability. Decreasing the window when it is "caught with its pants down" and waiting for the cloak to recharge would greatly benefit this suit.
Krom Ganesh wrote:Personally, I like the idea of a bonus to max ammo pool on laser weaponry. It fits with the Amarrians endurance theme.
It would be helpful for weapons with a low ammo pool like the ScP and could potentially eliminate the need for a nanohive when using laser weapons with high ammo pools like the ScR.
Something like a 25% or 50% at max perhaps? +1 clip size/level on the ScP would be a million times more interesting. It would allow it to be used as more of a primary weapon instead of as just a sidearm, without decreasing the TTK. It would mirror the Minmatar scout's NK bonus to a degree. I could possibly see the 5% ScP RoF/level as also being an option, though that would decrease the TTK on the weapon.
Most scouts will die before running out of ammo, and even if you live, you're fast/stealthy enough to make a quick run to a friendly nanohive, or hack an enemy supply depot.
Best PvE idea ever!
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MINA Longstrike
560
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Posted - 2014.04.25 13:42:00 -
[38] - 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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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 -
[39] - 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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Denn Maell
PIanet Express Canis Eliminatus Operatives
348
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Posted - 2014.04.25 15:45:00 -
[40] - Quote
Scouts need a scanner-related bonus so they can 'scout'. Amarr need scan range bonus to compliment their longer-range weapons. Minmatar would do well with a profile bonus.
In the threads on passive scanning, all focus is usually on either the CalScout or the GalScout. Amarr and Minmatar scouts are marginalized in this respect since they have little-to-no chance of detecting the Gallente or remaining hidden from Caldari.
The most OP weapon on the Dust Battle Field:
One good logi, one rep tool, and a heavy.
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ZDub 303
TeamPlayers Dirt Nap Squad.
2545
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Posted - 2014.04.25 15:59:00 -
[41] - Quote
-10% armor plate speed penalty per level. That makes the most sense to me... |
Master Smurf
Nos Nothi
373
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Posted - 2014.04.25 16:04:00 -
[42] - Quote
Ryme Intrinseca 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. The Gal and Cal scouts share a bonus, no reason the Amarr couldn't share one of the other scouts' bonuses. Personally, I think that shared bonus needs to go and they get new ones. - The Range coupled with their other bonuses make them too good at what they can do.
I always wanted the Minmatar to get an assassin bonus (damage done from the side or back of an opponent) instead of the knife bonus but CCP could probably put that on a specialization class or a new scout only skill.
It really is a shame that we couldnt get a more sexy bonus than stamina.
"Shine bright like a diamond"
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Master Smurf
Nos Nothi
373
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Posted - 2014.04.25 16:07:00 -
[43] - Quote
ZDub 303 wrote:-10% armor plate speed penalty per level. That makes the most sense to me... And then re-nerf plates movement penalty to stymie the Gal Scouts.
"Shine bright like a diamond"
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Phazoid
The Unholy Legion Of DarkStar DARKSTAR ARMY
283
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Posted - 2014.04.25 16:24:00 -
[44] - Quote
dudes just leave the stamina bonus as there are but add 2% bonus dmg to laser weaponry
One body, two bodies, three and four. One more makes the dragon roar... We the players are what's wrong with dust.
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Dexter307
The Unholy Legion Of DarkStar
1502
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Posted - 2014.04.25 16:50:00 -
[45] - Quote
keno trader wrote:Stiddlefaxq wrote:Nerf the caldari bonus into the ground. Bam, all the other scouts are better by comparison. You clearly have no idea which is the best scout suit out there right now. Cal scout is. It doesn't need a nerf though. |
Aisha Ctarl
Praetoriani Classiarii Templares
4517
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Posted - 2014.04.25 16:53:00 -
[46] - Quote
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.
=^,.,^=
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DEZKA DIABLO
THE FOOTCLAN
673
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Posted - 2014.04.25 18:42:00 -
[47] - Quote
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?
My remotes got NERFED cuz you whine like a B!+Gé¼[-]!
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Aria Gomes
R 0 N 1 N
405
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Posted - 2014.04.25 18:52:00 -
[48] - Quote
There should be a bonus to Scrambler Pistols or something or something Amarr related. Since Minmatar gets a weapon bonus the Amarr should get a bonus similar to it. Since the Gal is the counter to the Cal. The Ammar should be counter to the Min.
What are Amarr good at? Like lorewise. I know Minmatar has hand to hand combat, Gal has....skin tight suits and Cal has eyes to see the world as if they've taken LSD.
I'll play the blues for you. -- Albert King
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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 -
[49] - 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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DEZKA DIABLO
THE FOOTCLAN
673
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Posted - 2014.04.25 18:55:00 -
[50] - Quote
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
My remotes got NERFED cuz you whine like a B!+Gé¼[-]!
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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 -
[51] - 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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Aisha Ctarl
Praetoriani Classiarii Templares
4518
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Posted - 2014.04.25 19:21:00 -
[52] - Quote
3% damage against armor for ScR's
:D
=^,.,^=
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Roxas Shin Hikaru
64
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Posted - 2014.04.25 19:47:00 -
[53] - Quote
If it's anything else besides the super BALLS bonus than it already has, it's fine with me.
"I hear dorks, but I can't see dorks." ~ Cul-De-Sac Jerk
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Magnus Amadeuss
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
910
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Posted - 2014.04.25 20:23:00 -
[54] - Quote
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?
Fixing swarms
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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 -
[55] - 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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MINA Longstrike
562
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Posted - 2014.04.25 21:08:00 -
[56] - 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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Badgerr Rager
Ahrendee Mercenaries Dirt Nap Squad.
783
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Posted - 2014.04.25 21:47:00 -
[57] - Quote
Ydubbs81 RND wrote:lol @ more time on t he cloak duration Amarr FTW...
34th Imperial Crusader Officer.
Amarr Victor!
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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 -
[58] - 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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Magnus Amadeuss
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
913
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Posted - 2014.04.25 22:12:00 -
[59] - 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'
Oh I agree with you, the bonus is not much better, and it is not inate, but at least it can potentially make some interesting fits. It is just basically a modification of the current bonus to make it not quite as bad.
I am more than willing to listen to and support other suggestions that make sense.
Also amarr EWAR(tracking disruption and capacitor warfare) is no where to be found in this game.
Fixing swarms
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Lightning xVx
R 0 N 1 N
602
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Posted - 2014.04.25 22:34:00 -
[60] - Quote
This one is a tough one alright....but why not break down the suits and see how well they are pitted against Pro's and Con's?
For Gallente: PRO's
1.) Best Dampeners=Stealthiest 2.) Ranges 3.) Armor Rep 4.) Second Fastest Scout
CON's 1.) Not good on Precisions (Passives) 2.) Stamina is Alright
For Caldari: PRO's 1.) Best Precisions=See's Everything 2.) Ranges 3.) Faster Shield Regen.
CON's 1.) Not good on Dampening (Passives) 2.) Stamina is Lowest 3.) Slowest Scout
For Minmatar: 1.) Fastest Hacking (Passively) 2.) Melee Proficient 3.) Fastest Suit
CON's 1.) Squishiest 2.) Alright on Precions, Damps, Ranges 3.) CPU/PG is low
For Amarr: 1.)..................... 2.)..................... 3.).....................
And that's the Problem, there is nothing Amarr has that the other Scouts can do better, IMO I think the Amarr should be the polar opposite of Minmatar, essentially their Nemesis. (Like Gallente and Caldari) The Amarr Scout should have MORE stamina then Minmatar, Counter hacks fastest, and has slightly higher bonus to eHP then all the other Scouts. (Melee damage could be buffed but that's up for debate) That's just my two cents on it.
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