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Jerricho Lionheart
Royal Uhlans Amarr Empire
48
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Posted - 2014.07.11 09:03:00 -
[1] - Quote
Hey there, fellow mercs. Your friendly neighborhood commando here with some thoughts on how scouts can be adjusted to work as intended, as well as keeping them versatile and fun to play. Sorry if this has been suggested before, I just haven't caught anybody bringing it up recently.
The Minmatar Scout is being adjusted to get a bonus to codebreaker module fitting (I'm not positive if they will be removing the skill bonus set, however). This made me think; why not make all of the scout suit skill bonuses apply to modules rather than making them passives. Ideally a Caldari would get a bonus to Precision Enhancers (to counter scouts), Amarr to Range Amplifiers (to set up combat positions), Gallente to Profile Dampeners (to infiltrate and get into cqc with ease), and Minmatar to Codebreakers (assuming they're moved to high slots, of course.)
Ideally this would give those fitting a scout the option to properly enhance their E-warfare specialty, or brick tank their suits for fast paced combat situations, but not both at the same time. I would even give them a secondary bonus as well (such as the Amarr getting a bonus to Armor Plating seeing as it's meant to be the most combat intensive variant) that way scouts have to option to specialize highly in one skill or the other, an even mix of both, or none whatsoever.
I don't want to limit options in anyway, just incentive meaningful decision making. Right now, there isn't a whole lot incentive not to brick tank a scout suit (with the exception of dedicated specialist masters). But if the module skill bonus percentage were such, that it matched or even beat their current passive bonus combined with modules, I believe that is when scouts can finally work as originally intended. I don't think there is anything wrong with making a slayer fit out of one particular suit or another, and players should never be disincentive to customizing a suit however they desire, but when these options are stacked with powerful passive bonuses, that's when things get hairy and hard balance around.
Of course, all of this is merely conjecture, and I highly encourage everyone to share their opinions on the subject. If you agree or disagree and if you have different ideas for what skill bonuses could be applied to each suit. Thanks again for listening.
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Jerricho Lionheart
Royal Uhlans Amarr Empire
48
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Posted - 2014.07.11 09:46:00 -
[2] - Quote
Mikey Ducati wrote:The only incentive to brick tank anything outside of Sentinel is to have a high kill rate matched with uber defenses which ultimately means most wishes to play reckless without regard to fulfilling role properly. Human nature at its finest.
Maybe the incentive should be that you're a scout, you shouldn't be brick tanking if you're perform optimally at the role. As I mentioned, I don't think it's wrong that people tank any suit and go slaying away with it (just as some heavies can focus on speed). But, when the vast majority put the suit into a role that it wasn't initially built around, then there's no way that it's being used as intended. My previous character was a basic brick tanked scout, and it was an absolute killing machine, but I loved the laser rifle too much and decided to go commando :). |
Jerricho Lionheart
Royal Uhlans Amarr Empire
48
|
Posted - 2014.07.11 10:24:00 -
[3] - Quote
Nitrobeacon wrote:I like the idea of cal scouts keeping their precision, if that's the case, I hope that Amarr scouts get more than 5% per level to range, preferably 10%. Yeah, I was thinking the same thing with that particular bonus. I didn't bring it up because I don't want to suggest numbers and percentages when I'm 100% on the math and how everything would work out. But either way, it would have to be something more substantial to get people to skill into it. |
Jerricho Lionheart
Royal Uhlans Amarr Empire
48
|
Posted - 2014.07.12 00:03:00 -
[4] - Quote
(Update Bump)
Hope to hear more thoughts on the matter, positive or negative, so I'd like to suggest a few primary and secondary bonuses for the scouts that make sense. Unless said modules are switched to different slots, they should align with with the scout's slot layout. Caldari have high slots so a bonus to shield rechargers would be reasonable. The secondary effect would also have a lower percentage per upgrade than their primary skill. With that set in mind this would be my ideal skill set for each race.
Amarr: Primary: +Range Amplifier Efficacy Secondary: +Armor Plating Efficacy
Minmatar: Primary: +Codebreaker Fitting & Codebreaker Efficacy Secondary: +Nova Knife Damage (as the sole exception)
Caldari: Primary: +Precision Enhancer Efficacy Secondary: +Shield Recharger Efficacy or Light Damage Mod Efficacy
Gallente: Primary: +Profile Dampener Efficacy Secondary: +Armor Repairer Efficacy
I tried to think of what would make the most sense with each specialized role without causing any crossover of skills. Does this sound reasonable and would you skill into a suit with these bonuses set? |
Jerricho Lionheart
Royal Uhlans Amarr Empire
50
|
Posted - 2014.07.12 00:33:00 -
[5] - Quote
Nocturnal Soul wrote:Amarr needs to be stamina max/regain not max armor plats, it is a scout after all. Well it's been argued that giving a stamina bonus to the slowest scout is what left it in such an underused spot. The Amarr Scout has been touted as the combat scout (as the amarr logi should be the combat logi) so I thought a bonus to armor plating would fall in line with that a bit more. Ideally people would gravitate to reactive or ferroscale plating as to not be slower than the assaults, but could still brick tank if they so chose. Just my thought process on the matter. |
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