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THUNDERGROOVE
The Last of DusT. General Tso's Alliance
777
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Posted - 2014.05.19 19:44:00 -
[61] - Quote
Varoth Drac wrote:CCP Rattati wrote:That would be the simplest way, but I am not sure that the system currently allows for the suit size to dictate module bonuses. I will ask Wolfman tomorrow. I believe before 1.8 Amarr logis got a bonus to repair modules. This is an example of the suit you wear affecting the modules attached to it. So I would be surprised if this can't be done. Though you never know about the internal workings of these things. It actually was just a modifier on the suit if I recall correctly.
TDBS
"Does Krin want his gun back?" - sub random nub
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Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
101
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Posted - 2014.05.19 20:40:00 -
[62] - Quote
THUNDERGROOVE wrote: It actually was just a modifier on the suit if I recall correctly.
I believe there was a logi suit bonus to repair and an Amarr suit repair module bonus. Didn't Cal logis have a bonus to shield extanders? I can't think at the moment of other examples of the suit you wear affecting the modules rather than the equipment or weapons.
I know these bonuses required a skill before they came into effect but couldn't you effectively give everyone the equivalent of a suit skill for all light and scout suits that increase plate movement penalty by 200% for example.
Not saying I know the best way to do this, just that it seems possible.
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Vera Quorum
The Brothers Quorum et al.
0
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Posted - 2014.05.19 21:16:00 -
[63] - Quote
I find myself struggling to fit anything decent alongside my amarr weapons like laser rifles if I also want my cloak on. This has discouraged me a bit from the amarr scout. |
ANON Cerberus
Tiny Toons
724
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Posted - 2014.05.19 21:30:00 -
[64] - Quote
ratamaq doc wrote:CCP Rattati wrote:
I don't think we can fix reactives, I just don't see the sense in them.
Reactive plates are actually really good. The only problem is that the enhanced is garbage, not enough bonus to use over the basic, the complex it too much better. Same problem as the enhanced shield extender. If the enhanced was 2hp/s and the complex was 3 it woukd make the whole line more attractive.
This, and the fitting requirements are just too high, it costs more than a plate / rep combo while being less effective. |
Appia Vibbia
Molon Labe. General Tso's Alliance
2450
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Posted - 2014.05.19 21:45:00 -
[65] - Quote
CCP Rattati wrote:John Demonsbane wrote: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. Thanks for that. I actually didn't read all feedback from months ago, so all the told you so's in the world can't help me now. We didn't react to that feedback and that's that. We will try to do better. And agree, we can't "fix" Amarr scouts, let's fix scouts in general first. Now, does it boil down to something simple like this? Armor plate scouts - higher speed penalty on normal plates. Ferroscale should be the go to plate option (given that we improve them a bit) or just rep modules. I don't think we can fix reactives, I just don't see the sense in them. Shield tanked scouts - extender stacking increases scan profile - again, encourage use of rechargers and energizers over stacking. Let me know if I am way off base
Please don't take punitive actions on scouts and customization. Work on making other modules a more attractive option. Can't we move away from the hyper-nerf? The armor plate problem will persist until Assaults are fixed. Make the Amarr Scout a Scout first.
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
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The Eristic
Dust 90210
454
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Posted - 2014.05.19 22:22:00 -
[66] - Quote
CCP Rattati wrote:That would be the simplest way, but I am not sure that the system currently allows for the suit size to dictate module bonuses. I will ask Wolfman tomorrow.
Could there be a penalty multiplier for stacking HP mods on each suit class? 2x/plate on lights, 1x mids, .5x heavies (or subdivided further between Assaults/Logis, Sents/Comms)? Should extender HP values get buffed significantly, could make stacking them increase scan profile and apply similar multipliers.
As mentioned previously, having the Amarr Scout bonus reduce/remove said penalty would be appropriate. Needs its current bonus doubled, too.
Reality is the original Rorschach.
Verily! So much for all that.
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SponkSponkSponk
The Southern Legion Final Resolution.
798
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Posted - 2014.05.19 22:33:00 -
[67] - Quote
CCP Rattati wrote:I don't think we can fix reactives, I just don't see the sense in them.
~high slot~
Dust/Eve transfers
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Adipem Nothi
Nos Nothi
819
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Posted - 2014.05.19 23:57:00 -
[68] - Quote
Appia Vibbia wrote: Please don't take punitive actions on scouts and customization. Can't we move away from the hyper-nerf? The armor plate problem will persist until Assaults are fixed.
This. Exactly this. First, fix Assaults.
Slayers will always migrate to the best slayer fit. Optimization demands it. Make Assaults the premier slayers, and the "brick-tank Scout" crisis will self-resolve.
Will some Scouts still opt to dual or brick tank their suits? Sure.
But those who do will lose more fights to the Slayer Assaults. And they'll still lose fights to the CalScouts who can sniff them out.
Shoot scout with yes...
- Ripley Riley
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Llast 326
An Arkhos
3143
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Posted - 2014.05.20 00:20:00 -
[69] - Quote
Appia Vibbia wrote:CCP Rattati wrote:John Demonsbane wrote: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. Thanks for that. I actually didn't read all feedback from months ago, so all the told you so's in the world can't help me now. We didn't react to that feedback and that's that. We will try to do better. And agree, we can't "fix" Amarr scouts, let's fix scouts in general first. Now, does it boil down to something simple like this? Armor plate scouts - higher speed penalty on normal plates. Ferroscale should be the go to plate option (given that we improve them a bit) or just rep modules. I don't think we can fix reactives, I just don't see the sense in them. Shield tanked scouts - extender stacking increases scan profile - again, encourage use of rechargers and energizers over stacking. Let me know if I am way off base Please don't take punitive actions on scouts and customization. Work on making other modules a more attractive option. Can't we move away from the hyper-nerf? The armor plate problem will persist until Assaults are fixed. Make the Amarr Scout a Scout first. Agreed Would simply increasing the movement penalty on Armour Plates not create a bigger penalty for scouts? Since they already move faster and the percentage would be a greater detriment to the scout than say a Heavy? This coupled with an increase in fitting cost on Plates would make Ferro more attractive to scouts, without specific changes to the scout class but working to fix the Armour problem. Brick tanking a scout is partially a symptom of Armour imbalance as I see it.
KRRROOOOOOM
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Vitharr Foebane
Heaven's Lost Property
1241
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Posted - 2014.05.20 02:28:00 -
[70] - Quote
making armor plates give % armor and giving the Amarr scout a bonus to armor plate efficiency might help.
Amarr: Sentinel V Scout V Assault IV Commando IV Logistics III
I place my faith in my God, my Empress, and my Laz0r
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Thaddeus Reynolds
Facepunch Security
27
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Posted - 2014.05.20 02:53:00 -
[71] - Quote
TL;DR: The other scouts give the equivalent of at least 2 modules one of which is complex, while the Amarr Scout give less than one
Ignoring the issue of de-cloaking animation, or whatever is causing the shooting while invisible bug, and armor stackign (both of which have already been mentioned and discussed at great length). I think one of the issues surrounding scouts is in the bonus equivalency to modules. Assuming Racial Scout suit to V they get
Caldari Scout 25% Scan Radius 25% Scan Precision The equivalent of fitting 1 Basic Range Amplifier and the effectiveness of beyond 1 complex precision enhancer, and to my knowledge, no stacking penalties on dropsuit bonuses
Gallente Scout 25% Scan Radius -25% Signature Radius Again, the equivalent of 1 Basic Range Amplifier but this time the same effectiveness of a Complex Profile Dampener.
Minmatar Scout 25% Hacking Speed and 25% Nova Knife Damage The equivalent of 1 Complex Codebreaker, in addition to a base higher base hack speed (if I remember the SDE correctly) and 5 Non-Stacking penalized Complex Sidearm Damage mods (but only for nova knives..an actually reasonable trade in my opinion)
Amarr Scout Suit 25% Stamina and 25 % Stamina Regeneration This bonus does not even give the same Stamina Regeneration as a basic Cardiac Regulator (although it does give the same Stamina Bonus).
In my opinions, Amarr Scout Suit Bonuses need to be increased to at least 20% per level (to give a 100% bonus to both at level V or a single complex Cardiac Regulator...personally I'd like to see it be 25% per level) in addition to another bonus of some kind (either Hacking Speed or Nova Knife damage to have all scout suits share a bonus with at least 1 other scout suit, in addition to their role bonus...or just a completely new one such as the ferroscale plate bonus mentioned earlier in the thread)...if the bonus isn't changed completely
As much as I like the Minmatar Scout's Nova Knife damage...I think it would be more generally useful to diversify the bonus and tone it down a ton...or keep it as the silent assassin...
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Eko Sol
Strange Playings
330
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Posted - 2014.05.20 02:58:00 -
[72] - Quote
Thaddeus Reynolds wrote:TL;DR: The other scouts give the equivalent of at least 2 modules one of which is complex, while the Amarr Scout give less than one
Ignoring the issue of de-cloaking animation, or whatever is causing the shooting while invisible bug, and armor stackign (both of which have already been mentioned and discussed at great length). I think one of the issues surrounding scouts is in the bonus equivalency to modules. Assuming Racial Scout suit to V they get
Caldari Scout 25% Scan Radius 25% Scan Precision The equivalent of fitting 1 Basic Range Amplifier and the effectiveness of beyond 1 complex precision enhancer, and to my knowledge, no stacking penalties on dropsuit bonuses
Gallente Scout 25% Scan Radius -25% Signature Radius Again, the equivalent of 1 Basic Range Amplifier but this time the same effectiveness of a Complex Profile Dampener.
Minmatar Scout 25% Hacking Speed and 25% Nova Knife Damage The equivalent of 1 Complex Codebreaker, in addition to a base higher base hack speed (if I remember the SDE correctly) and 5 Non-Stacking penalized Complex Sidearm Damage mods (but only for nova knives..an actually reasonable trade in my opinion)
Amarr Scout Suit 25% Stamina and 25 % Stamina Regeneration This bonus does not even give the same Stamina Regeneration as a basic Cardiac Regulator (although it does give the same Stamina Bonus).
In my opinions, Amarr Scout Suit Bonuses need to be increased to at least 20% per level (to give a 100% bonus to both at level V or a single complex Cardiac Regulator...personally I'd like to see it be 25% per level) in addition to another bonus of some kind (either Hacking Speed or Nova Knife damage to have all scout suits share a bonus with at least 1 other scout suit, in addition to their role bonus...or just a completely new one such as the ferroscale plate bonus mentioned earlier in the thread)...if the bonus isn't changed completely
As much as I like the Minmatar Scout's Nova Knife damage...I think it would be more generally useful to diversify the bonus and tone it down a ton...or keep it as the silent assassin...
I have to semi agree here. Min gets about a basic/enhanced kinkat worth of speed and a complex code breaker, the gal gets enhanced armor reps and complex dampening, the cal scout gets a basic regulator and a enhanced range amplifier and a complex precision enhancer (+5% actually). The amarr scout has about the same EHP as a cal scout so there is no bonus to armor. It gets a huge speed cut although it is about the same EHP as a cal scout. It's bonus is pointless and uneventful.
PSN is "Ekopalm"
I play D3, Child of Light, and solo games
Also, Proto Trolling until I'm broke...
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Llast 326
An Arkhos
3151
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Posted - 2014.05.20 06:06:00 -
[73] - Quote
Thaddeus Reynolds wrote: In my opinions, Amarr Scout Suit Bonuses need to be increased to at least 20% per level (to give a 100% bonus to both at level V or a single complex Cardiac Regulator...personally I'd like to see it be 25% per level) in addition to another bonus of some kind (either Hacking Speed or Nova Knife damage to have all scout suits share a bonus with at least 1 other scout suit, in addition to their role bonus...or just a completely new one such as the ferroscale plate bonus mentioned earlier in the thread)...if the bonus isn't changed completely
As much as I like the Minmatar Scout's Nova Knife damage...I think it would be more generally useful to diversify the bonus and tone it down a ton...or keep it as the silent assassin...
Having run Proto Knives on Gal and MinGǪ I would say the Hacking bonus would be the better shared bonus for the Amarr scout. While I can Knife very competently with my Gal, the slower base speed is a factor in how challenging it is. Someone mentioned the idea of a shared bonus before (Aero) and I agreed then as I do now that it is not a bad option at all. Hacking bonus would be more EWAR inclined, which is suiting considering the Stamina or other potential bonuses are generally non EWAR related, it would compliment the Min/Amarr dynamic, I believe.
KRRROOOOOOM
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CCP Rattati
C C P C C P Alliance
1283
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Posted - 2014.05.20 08:13:00 -
[74] - Quote
SponkSponkSponk wrote:CCP Rattati wrote:I don't think we can fix reactives, I just don't see the sense in them. ~high slot~
hmmmmmmmmmmmmm
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Spectral Clone
Dust2Dust. Top Men.
2814
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Posted - 2014.05.20 08:19:00 -
[75] - Quote
CCP Rattati wrote:SponkSponkSponk wrote:CCP Rattati wrote:I don't think we can fix reactives, I just don't see the sense in them. ~high slot~ hmmmmmmmmmmmmm
hmmmmmmmm
Caldari sentinels/assaults/logis filled with reactives in high slots and armor plates in low slots?
No.
This message was brought to you by the PC master race.
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steadyhand amarr
shadows of 514
3083
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Posted - 2014.05.20 09:01:00 -
[76] - Quote
Why not give shield extenders a recharge plenatiy but then have regularors in the low slots and suddenly you can pure brick or shield tank, making your choice of wepone a lot more important :-P
Poorly though out sujection i know
"i dont care about you or your goals, just show me the dam isk"
winner of EU squad cup
GOGO power rangers
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3365
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Posted - 2014.05.20 10:50:00 -
[77] - Quote
Spectral Clone wrote:CCP Rattati wrote:SponkSponkSponk wrote:CCP Rattati wrote:I don't think we can fix reactives, I just don't see the sense in them. ~high slot~ hmmmmmmmmmmmmm hmmmmmmmm Caldari sentinels/assaults/logis filled with reactives in high slots and armor plates in low slots? No.
I don't think that would be as big a deal as you think if shield modules get "fixed." Which admittedly is a big if considering shield tanking has been gimped for like 6 months now.
Quitting cold turkey was impossible. The forum patch is helping me kick the habit!
See you in Destiny
psn: bobswerski
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DeathwindRising
ROGUE RELICS
304
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Posted - 2014.05.20 12:14:00 -
[78] - Quote
Vitharr Foebane wrote:making armor plates give % armor and giving the Amarr scout a bonus to armor plate efficiency might help.
i like it |
danie braz
Krusual Covert Operators Minmatar Republic
30
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Posted - 2014.05.20 14:27:00 -
[79] - Quote
Spectral Clone wrote:CCP Rattati wrote:SponkSponkSponk wrote:CCP Rattati wrote:I don't think we can fix reactives, I just don't see the sense in them. ~high slot~ hmmmmmmmmmmmmm hmmmmmmmm Caldari sentinels/assaults/logis filled with reactives in high slots and armor plates in low slots? No.
Ehp might not be bigger than amarr. Reactives dont have high hp values plus have a higher cpu and pg. Caldari armor tanked. Meh. Assaults may just be slower that heavies. My shottie will love it.
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IgniteableAura
Ancient Exiles. General Tso's Alliance
1081
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Posted - 2014.05.20 15:43:00 -
[80] - Quote
The current issue with the Amarr scout is that it currently doesn't utilize its stamina bonus in a meaningful way. All the other suits are superior in their mobility. I would remove the stamina bonus and make it a suit innate ability.
There has yet to be an "anti" Ewar suit. So if its possible I would propose the Amarr scout gets a bonus that decreases profile of friendly suits in its passive scanning range as well as a bonus to scan range. Make the bonus the same strength as the caldari and gallente. Allow profile mods fitted to the amarr scout to translate to the friendly suits in the scan range (but not the amarr scout itself). Or if thats too technical, make a new mod specifically for it, as a low slot; so they have to decide on personal damp or squad damps.
Only units that would receive the bonus would be those in squad.
Youtube
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Beren Hurin
Onslaught Inc RISE of LEGION
2367
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Posted - 2014.05.20 16:33:00 -
[81] - Quote
Spectral Clone wrote:CCP Rattati wrote:SponkSponkSponk wrote:CCP Rattati wrote:I don't think we can fix reactives, I just don't see the sense in them. ~high slot~ hmmmmmmmmmmmmm hmmmmmmmm Caldari sentinels/assaults/logis filled with reactives in high slots and armor plates in low slots? No.
At best, as a high slot, I would see it as acceptable if it didn't add HP, but just magified armor reps (local and remote). (10/15/20%) Which would actually go well with the minmatar's remote repair bonus. However, I don't think there is currently an attribute that does this. |
Marc Rime
402
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Posted - 2014.05.20 17:32:00 -
[82] - Quote
It really depends on how you change armour plates and/or the larger suits.
Some kind of reduction to armour plate penalty or the ability to fit two light weapons might make sense, but it all depends on what other changes you go with.
EDIT: Oh, and if you change HP mods so the base HP of suits makes a difference once more, maybe a slight buff to their base EHP would be an alternative? |
RedPencil
DUST University Ivy League
0
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Posted - 2014.05.20 19:53:00 -
[83] - Quote
Thaddeus Reynolds wrote:TL;DR: The other scouts give the equivalent of at least 2 modules one of which is complex, while the Amarr Scout give less than one
Ignoring the issue of de-cloaking animation, or whatever is causing the shooting while invisible bug, and armor stackign (both of which have already been mentioned and discussed at great length). I think one of the issues surrounding scouts is in the bonus equivalency to modules. Assuming Racial Scout suit to V they get
Caldari Scout 25% Scan Radius 25% Scan Precision The equivalent of fitting 1 Basic Range Amplifier and the effectiveness of beyond 1 complex precision enhancer, and to my knowledge, no stacking penalties on dropsuit bonuses
Gallente Scout 25% Scan Radius -25% Signature Radius Again, the equivalent of 1 Basic Range Amplifier but this time the same effectiveness of a Complex Profile Dampener.
Minmatar Scout 25% Hacking Speed and 25% Nova Knife Damage The equivalent of 1 Complex Codebreaker, in addition to a base higher base hack speed (if I remember the SDE correctly) and 5 Non-Stacking penalized Complex Sidearm Damage mods (but only for nova knives..an actually reasonable trade in my opinion)
Amarr Scout Suit 25% Stamina and 25 % Stamina Regeneration This bonus does not even give the same Stamina Regeneration as a basic Cardiac Regulator (although it does give the same Stamina Bonus).
In my opinions, Amarr Scout Suit Bonuses need to be increased to at least 20% per level (to give a 100% bonus to both at level V or a single complex Cardiac Regulator...personally I'd like to see it be 25% per level) in addition to another bonus of some kind (either Hacking Speed or Nova Knife damage to have all scout suits share a bonus with at least 1 other scout suit, in addition to their role bonus...or just a completely new one such as the ferroscale plate bonus mentioned earlier in the thread)...if the bonus isn't changed completely
As much as I like the Minmatar Scout's Nova Knife damage...I think it would be more generally useful to diversify the bonus and tone it down a ton...or keep it as the silent assassin...
Could we change the bonus to
Caldari Scout 25% Scan Precision and 25% (their faction sidearm) Damage
Gallente Scout -25% Signature Radius and 25% (their faction sidearm) Damage
Minmatar Scout 25% Hacking Speed 25% Nova Knife Damage
Amarr Scout Suit 25% Scan Radius and 25% (their faction sidearm) Damage
So now every scout have an equal 1 complex module. I wish we have all 4 faction knife, so all scout will have bonus to their faction knife |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3927
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Posted - 2014.05.20 23:27:00 -
[84] - Quote
RedPencil wrote:Thaddeus Reynolds wrote:TL;DR: The other scouts give the equivalent of at least 2 modules one of which is complex, while the Amarr Scout give less than one
Ignoring the issue of de-cloaking animation, or whatever is causing the shooting while invisible bug, and armor stackign (both of which have already been mentioned and discussed at great length). I think one of the issues surrounding scouts is in the bonus equivalency to modules. Assuming Racial Scout suit to V they get
Caldari Scout 25% Scan Radius 25% Scan Precision The equivalent of fitting 1 Basic Range Amplifier and the effectiveness of beyond 1 complex precision enhancer, and to my knowledge, no stacking penalties on dropsuit bonuses
Gallente Scout 25% Scan Radius -25% Signature Radius Again, the equivalent of 1 Basic Range Amplifier but this time the same effectiveness of a Complex Profile Dampener.
Minmatar Scout 25% Hacking Speed and 25% Nova Knife Damage The equivalent of 1 Complex Codebreaker, in addition to a base higher base hack speed (if I remember the SDE correctly) and 5 Non-Stacking penalized Complex Sidearm Damage mods (but only for nova knives..an actually reasonable trade in my opinion)
Amarr Scout Suit 25% Stamina and 25 % Stamina Regeneration This bonus does not even give the same Stamina Regeneration as a basic Cardiac Regulator (although it does give the same Stamina Bonus).
In my opinions, Amarr Scout Suit Bonuses need to be increased to at least 20% per level (to give a 100% bonus to both at level V or a single complex Cardiac Regulator...personally I'd like to see it be 25% per level) in addition to another bonus of some kind (either Hacking Speed or Nova Knife damage to have all scout suits share a bonus with at least 1 other scout suit, in addition to their role bonus...or just a completely new one such as the ferroscale plate bonus mentioned earlier in the thread)...if the bonus isn't changed completely
As much as I like the Minmatar Scout's Nova Knife damage...I think it would be more generally useful to diversify the bonus and tone it down a ton...or keep it as the silent assassin...
Could we change the bonus to Caldari Scout 25% Scan Precision and 25% (their faction sidearm) Damage Gallente Scout -25% Signature Radius and 25% (their faction sidearm) Damage Minmatar Scout 25% Hacking Speed 25% Nova Knife Damage Amarr Scout Suit 25% Scan Radius and 25% (their faction sidearm) Damage So now every scout have an equal 1 complex module. I wish we have all 4 faction knife, so all scout will have bonus to their faction knife
Even if every faction had a knife, the fastest suit gets the most mileage out of being able to close the distance to use it.
Dren&Templar Tragedy.
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Crimson ShieId
Psygod9 D.E.F.I.A.N.C.E
450
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Posted - 2014.05.21 02:47:00 -
[85] - Quote
CCP Rattati wrote:Amarr scouts, are the least used ones. We would like your theories as to why and how they can become a little more attractive to players. What should they do better than anyone?
I'm sure this has been said a dozen times by now, but why not give the Gallente armor repair bonus to the Amarr scouts? It's simple and would balance out the suits, giving people a reason to actually use the Amarr over the Gallente suit. As it stands, the latter is better at almost everything both scout related and light assault related, barring a very small health difference, I believe the Amarr scout only has a 30hps regen on their shields, compared to the Gallente scout, which seems odd considering the Amarr scout seems to be designed (with its' current bonus) as a true light assault suit, not a scout suit. Even the scanning bonuses were lower, if I remember correctly (and if they haven't been changed) Simply swap over that repair rate and I bet the usage of the Amarr suit would skyrocket. It still wouldn't necessarily be OP, but it'd better fit into the roll that it seems to be made for while leaving the Gallente suit as more of an actual scout suit. Did I mention this would probably also be extremely easy instead of coming up with new bonuses entirely? Oh, and it could even fix a lot of the complaints over armor tanked scout suits, or at least lessen them. Two birds with one stone and all that good stuff.
Nova Knives are magic~
Inserts knife into nearest merc's spinal column
And now, so are you! Bask in the magics!
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Artemis Kaiba
Shadow Broker Wet Squad
47
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Posted - 2014.05.21 04:05:00 -
[86] - Quote
CCP Rattati wrote:Amarr scouts, are the least used ones. We would like your theories as to why and how they can become a little more attractive to players. What should they do better than anyone?
Change their bonus to melee damage increase. By a lot. Not nova knives but pure melee damage. This would give the ammar scout a unique speciality and fun. |
Spectral Clone
Dust2Dust. Top Men.
2835
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Posted - 2014.05.21 05:53:00 -
[87] - Quote
Question: Do you guys even theorycraft?
If I had the time, I would show you what kind of OP fits you could do with only ferroscale plates in the lows and reactives in the highs on a slayer cal-logi. Add two triage hives on top of that also, and a resupply hive.
This message was brought to you by the PC master race.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
10259
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Posted - 2014.05.21 21:05:00 -
[88] - Quote
One Eyed King wrote:I think they should be the scouts that are best able to armor tank.
If there were an increase in the fitting cost for plates, perhaps they could get a 5 to 10 percent bonus to fitting them.
This would both discourage tanking on other scouts while enabling Amarr to be the most able to tank.
This is a poor suggestion in my opinion. I dislike the notion that the Amarr race should be regarded as the "Combat" Race aka the race geared to basic and very direct combat scenarios. Perhaps this is a fair design for the Assault and Sentinel Classes of the Amarr race but not for its scouts.
Scout players who choose Amarr scout do not wish to play a Light Assault Role, the want a competitive frame that allows them to perform alongside the other scouts, and supercede the others in their specified role.
Unfortunately at this current time the Amarr scout is bested in almost all areas. It's biotics are outdone but the Gallente Scout, its base and HP cieling is only 35 more than the Gallente's, its given bonus is out done over distance by the Minmatar Stamina regeneration and other scouts scan bonuses.
All in all it simply isnt viable because the Amarr Scout does nothing any other scout cannot do.
The Amarr scout needs a SCOUTING BONUS. A bonus that applies to a specific scouting role.....which at this time the Amarr scout simply does not have.
Cal Scouts are the radar dishes of Dust. Gal Scouts are the Ghosts of Dust. Min Scouts are the Hackers and Assassins of Dust.
Considering what the Amarr do well in EVE.....not much can be directly applied. We cannot drain Capacitors, we cannot slow tracking speeds, etc.
What I would suggest needs to be done to bring the Amarr in line if focus the suit on its core biotics enhancing skills. The Stamina and Regeneration bonuses are good...... but underwhelming when outdone at base level by its counter part the MInmatar Scout.
I suggest keeping the theme of making the Amarr scout the most physically enduring/ endurance based scout and develop more suitable bonuses.
Markdown:
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8343
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Posted - 2014.05.21 21:15:00 -
[89] - Quote
Really, no one from CCP was reading the feedback earlier? Well maybe you will see it this time, https://forums.dust514.com/default.aspx?g=posts&m=1941039#post1941039
That thread explains how you can take any Amarr scout fitting and convert it into an identical but better Gallente scout fitting. It works on the basis that since these two have identical slot layouts you can easily compare them, and the Gal scouts inherent 3 reps per second and faster speed puts it on far better ground than the Amarr scout's 30 extra EHP and increased inherent stamina (which means it gets just as far but slower). Also the simple fact that every other scout has bonuses that encompass 2 different high tier modules whereas the Amarr scout has a bonus you can beat out with one militia cardiac regulator.
Amarr are the good guys.
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Raedon Vo-Graza
Armored Dragon Corp
28
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Posted - 2014.05.21 21:17:00 -
[90] - Quote
KAGEHOSHI Horned Wolf wrote:Luther Mandrix wrote:Two things give bonus to Sniper Rifle. New idea make the amarr scout scan like a vehicle with a ring of circles coming out of it like a stone dropped in water to x amount of feet. A boosted Passive scan that makes them glow gold like a glorious angelic being. Long Live the Empress! Sniper rifle is Caldari, doesn't really make sense. Passive scan precision is already taken by Caldari. The scan ring thing gave me an idea though; what if it emanated a ring like you describe, but the ring was to buff nearby friendlies, and to debuff enemies? would make a great squad asset. The buffs to friendlies could be a decrease in signature profile, and fire rate increase, and the opposite for eneimes.
i think the commander suit would fit this role
or we could have modules that would enable this ability but you need to be squad leader to have any effect. |
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