Rattati, while I appreciate that the best use of what limited resources CCP has given you is to fix small things that have larger impacts, I think that GÇ£fixingGÇ¥ the Amarr scout is not a single process. (IGÇÖm about to make another thread to expand on this, so IGÇÖll cut to the chase)
As one of the few hardcore Amarr loyalists left on the forums, IGÇÖm honor bound to take a moment to harp on what has been noted already, we damn well told CCP months ago that this would happen. There were literally hundreds of posts on dozens of threads about this.
My favorite: Aero had a thread where he basically challenged all comers to build an Amarr scout suit fitting that he couldnGÇÖt make better by using the Gallente scout. Nobody could!
Anyway, my main point: You canGÇÖt (or at least shouldnGÇÖt) fix the Amarr scout just in the context of your analysis that itGÇÖs the least used. ThatGÇÖs not news to anyone, and would not have been surprising if you told us that 3 months ago. We all know it sucks. The slots are OK but the bonus is crap and like a lot of the Amarr suits, the improved base stats donGÇÖt always compensate for the bonuses or slot counts.
So fix the Amarr scout while fixing GÇ£allGÇ¥ scouts. Shooting while cloaked is obviously a bug, IGÇÖll ignore that. So the main problem: Brick tanked scouts. A simple way this could potentially be done is a variation of something already mentioned.
DeathwindRising wrote:BLOOD Ruler wrote:The Amarr should have a less speed penalty while equipping armor.Like the more armor the faster they get,that or they should not have their speed affected by armor at all.
All amarr suits should have zero movement penalty from armor honestly
I actually propose the opposite. While I think making this a feature of, say, the Amarr Commando (or even assault) would actually be a brilliant idea, I donGÇÖt think itGÇÖs right for any scout, even the Amarr. It would only make the issue of brick tanked scouts worse.
Instead, give all scout suits a
penalty to armor modules. Instead of HP, IGÇÖd suggest a larger movement penalty.
It makes sense from a physics standpoint: If you put 130 pts of armor on a sentinel frame, itGÇÖs gonna shrug it off, but have you seen the Gallente
stripper scout suit? It should be heavily weighed down by that much plating. (Another alternative would be to simply make it so that scouts canGÇÖt fit standard plates at all, only reactive/ferroscale but that opens up a whole other discussion. ..)
You could play with the numbers, but just to spitball, letGÇÖs say the movement penalty for armor plates is 50% higher when placed on a scout suit. Now, a complex plate gives you a 7.5% movement penalty. You could also make a stacking penalty on top of it to discourage straight up max tanking.
How does this fix the Amarr scout? Everyone sort of agreed that it was supposed to be the light assault suit, but the Gallente is just better at it. So, to bring it in line with the other scouts and give it itGÇÖs intended role, you make the aforementioned penalties to armor either not apply to the Amarr scout, or perhaps a better way would be to make it a second bonus, such that at level 5 the penalties are pretty much gone.
Now, the other scouts go back to being GÇ£lightGÇ¥ suits, Caldari as ewar, Gallente as stealth hunters, and Minmatar as speedy hackers/flankers. The Amarr becomes the light assault, a hybrid suit that is faster than the assault but not as durable and lacks the DPS bonus.