Lynn Beck
EnvyUs.
1978
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Posted - 2014.07.01 02:43:00 -
[1] - Quote
Alright, assaults dont need to be regen MONSTERS.
Scouts don't need to regen their(supposedly) low HP in 2 ticks. EWAR minjas regen their shield in 2.5-5 ticks.
A minmatar assault regens in 20.(assuming 400 shield at 25/s)
Why must there be such a RIDICULOUS disparity between the 2?
Alright, now let's fit meta.
Minmatar assault Mk.0, fitting 4 extenders, Complex energizer, and for all intensive purposes, they have the same shield delays. Minmatar Scout Mk.0 fitting 3 extenders.
Scout has 343 shield at 40/s, and has 3 lows to work with. Assault has 478 shield at 35/s, and has 1 low(regulator in other to attain the similar timers)
Say they both get fluxed.
Assault and scout begin regen at te same time.
Time assault scout 1. 35. 40 2. 70. 80 3. 105. 120 4. 140. 160 5. 175. 200 6. 210. 240 7. 245. 280 8. 280. 320 9. 315. 343(done)
So 9 seconds barring delays to regen. The assault however, has sacrificed another high slot, only to regen 15% slower than te scout.
So now, my ever so gimped Minmatar Scout, is essentially a better Minmatar Assault, without a clipsize bonus. At base stats, my assault fully tanked would take 25 seconds to regen(25/s, 560 shield)
My minja regens in 9.
A scout could reasonably take a hit of UP TO 50% in recharge, and still be more or less unaffected in the regen department in terms of scoutly fits.
Calscout would regen in 4 ticks, compared to 2 Minja would regen in 5 ticks, compared to 2.5. Amarr would regen in like 5.5, compared to 3-ish. Galscout would regen in 3.
Meanwhile a Gal Assault's BASE shield of about 150 regens in 10.
Tl:dr
Scouts will not be 'nerfed to oblivion' if they lose their shieldrecharge, at least, not the scoutly scouts.
Scouts rely on knowing enemy locations, not coming back to fight every 3 seconds.
Assaults should rely on shield recharge(even GalAssault) to regenerate their buffer quickly enough that they may stop pursuers, or be in a reasonable enough position to re-attack (read: assault) in as short of a timeframe as possible.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
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Lynn Beck
EnvyUs.
1979
|
Posted - 2014.07.01 06:48:00 -
[2] - Quote
Exactly. Scouts are (supposed to be) assassins/saboteurs/rogues.
They attack on THEIR terms. If there's 5 people in a room and they're all looking at each door way, are you SERIOUSLY going to knife the one guy calling in an orbital?
You might be able to run in fast enough to kill your target, but escaping intact would be a matter of god, and even then, having half the shield recharge would be inconsequential, as you should be spamming that GTFO/NOPE button pretty damned hard.
As for armor tanking, at base stats, i feel the Galscout is fine, even stacking plates, it's more or less necessary to have a rep with it, or else you'll be spending 3 minutes regebning that armor.
It's moreso the fact that the GalAssault has less reps, yet is expected to attack more. ...but it has less regen, and the same low slot count... And less shield(buffer) recharge... And a bigger hitbox.... And tey're blind.... And they're slower....
So yeah. See the reasoning here?
Yes, scouts should (and will) still regen just fine if this 'nerf' pulls through, as the non-slayer fits will be low enough HP that they're still comin back from an attack faster than an assault.
It's just that an assault will be able to attack for longer, and return (slightly) later, but be able to attack AGAIN, at full HP.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
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