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Thread Statistics | Show CCP posts - 4 post(s) |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3400
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Posted - 2014.05.21 21:21:00 -
[91] - Quote
Aero Yassavi wrote: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#post1941039That 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.
That's the one, thx Aero. I was too lazy to search for it earlier!
Quitting cold turkey was impossible. The forum patch is helping me kick the habit!
See you in Destiny
psn: bobswerski
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3928
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Posted - 2014.05.21 21:57:00 -
[92] - Quote
On the subject of balancing all scouts, I like the idea of larger penalties to tanking modules on the scout. It makes logical sense, sort of like compact car not being able to tow massive amounts of cargo or an 18-wheeler not being massively encumbered by transporting a compact car.
Similarly, if shields extenders had a signature increasing quality (similar to EVE) that was magnified on scouts, it could discourage their use on the suits by removing a large portion of the stealth benefit that scouts enjoy.
A scout that dual-tanks with regular plates would effectively wind-up slower than an assault and be just as visible on radar.
For the Amarr scout in particular. There's a fair amount of I-told-you-so in this particular issue since I know was hardly alone in harping about the bonus, and I personally ranted about the speed vs. tank issue as well (the Amarr scout is slower than a Minnie Assault).
I still think the core of the issue is the Amarr not being allotted an actual scout role to a large degree. People have proven scouts can thrive as assault players, and there's a combination of factors at play here. I don't think you can discount the fact the slot/fitting balance wasn't finished on medium frames either (which was hurting them in comparison) as well as the various issues related to suits not getting their bonuses on spawn.
I'd still just like the Amarr Scout to be faster - more scout-like. This is even more-so true if an adjustment is going to take place that reduces the tanking ability of scouts. There's a number of ways to reach that former goal, and I'm not sure about locking them all to module (kincat, etc.) performance. There would still be a latent issue in that case where Gallente, Caldari, and Minmatar all get bonuses without slotting any modules while the Amarr only get bonuses when using them (Nova Knives aside).
It's unclear to me if people would have issues with an Amarr bonus to sprint/move speed that was just a straight bonus, if your "bonus" for leveling up was being faster than X Scout... but only if you're rank 5.
Dren&Templar Tragedy.
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The-Errorist
Sver true blood
702
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Posted - 2014.05.22 00:49:00 -
[93] - 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? Caldari and Gallente already share scan radius, so shouldn't the Amarr get a bonus to a sidearm like the Minmatar does? I think that if the Amarr scout has a bonus to maximum stamina and a damage or rate of fire bonus to scrambler pistols, they would get more use.
Another thing that needs to be done is to make armor plates have a higher movement penalty like 3/5/7%.
MAG vet, Dust closed beta vet, and an alt of Velvet Overkill (infantry) & Agent Overkill (vehicle).
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