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I-Shayz-I
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Posted - 2014.07.22 04:45:00 -
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IMPORTANT:
This post is mainly directed at the Caldari Scout. Minmatar and Amarr are fine (could use a buff?) Just because I use the term "Scouts" doesn't mean I think all scouts need such drastic changes.
As for the Gallente scout...well, it doesn't have a 50 hp/s regen rate, or a super fast shield delay, and if you tank a lot of armor you become really slow. The dampening bonus it gets benefits the scout, not the squad like precision does. __________________________
Before I begin, here's a post I made the other week about the difference between the Caldari Scout and the Caldari Assault: https://forums.dust514.com/default.aspx?g=posts&t=167580
To summarize, here's what I concluded:
I-Shayz-I wrote: The most surprising thing I found out in this experiment was what it takes to increase the Assault's stats to scout levels. To make an Assault that has similar stats as a base proto scout with bonuses you need: -1 Enhanced Energizer -2 Complex Precision Mods -1 Advanced Precision Mod -1 Complex Dampener -1 Enhanced Kin Cat -1 Complex Shield Regulator -2 Complex Range Amp -1 Basic Range Amp -CPU and PG Mods
To make a Scout that has similar stats as a base Assault?: -Complex Shield Extender -Basic Shield Extender -Enhanced Ferroscale Plate
Crazy huh?
While yes the Assaults need a buff, the Caldari Scout is being abused just like every other FOTM that has ever come into existence.
At the beginning of Uprising, a corp named Nyain San was notorious for running the same suit in every match. This suit at the time was the Logistics ck.0. Here's an example of what that fit might have looked like: http://imgur.com/4tn6aJV Link to full video of gameplay: https://www.youtube.com/watch?v=CPjAIg1NJUA
For comparison, here's what a Caldari Scout fitting might look like: http://imgur.com/foa00JO __________________________________________________________________________
OKAY, ON TO THE ACTUAL POST
Again before I say anything, please know that I like to look at things from a neutral standpoint. I always look at the pros and cons, both sides of an issue, and the FACTS.
So here's the first question we need to ask:
1. Why did no one use the Scout role in the first place? Why were all the other roles a better choice?
To quickly answer that, cloaks never existed for a long time. This made it easy to pick off scouts from a long distance away. They also had less HP than every other role and could be quickly eliminated. This was mainly due to their slot layout. It was almost impossible to tank a scout suit, making it very hard for a scout to survive head to head against any role.
As for the other roles, speed and dampening was just a few modules on an assault or logi suit, and scanners could provide all the e-war info that medium frames needed with even bigger ranges than scouts. _________________________________________________________________________
2. Why are scouts now fulfilling a slayer class? What changed that made scouts go from a barely used "specialist" class to a "best suit in the game, you have to use one to be competitive" class?
Well, three things happened Buff to Scouts (slot count, fitting space, skill bonuses)
Introduction of Caldari Scout with the best skill bonuses and base stats
Nerf to Active Scanners (But letting scouts still have 360 24/7 passive scans)
The buff to scouts was a good thing. It made the class playable after so long and we immediately saw more players using scouts. It also diversified the fittings of a scout. Before, the slot layouts really limited the Minmatar and Gallente scouts as to what they could do. When the cloak was introduced and when scouts were given the second equipment slot, we saw all sort of things from logi-scouts to tanky scouts to full e-war and AV scouts.
Scouts no longer needed to fear the wide-open maps because cloaks helped them hide better. Except that cloaks also became an issue because of their additional 25% bonus to dampening and long duration times. A scout could easily appear from nowhere and kill you even while tanking their suit to extreme levels. Passive scans let the scout know your every move and passive skills let them basically have free e-war modules, allowing them to further tank their suit.
The Caldari Scout was introduced with huge advantages in its base stats. All other suits in the game need to use modules to get to these sorts of stats, whereas the Caldari Scout was essentially given free modules BUILT INTO the suit.
Here's a list of modules that the Caldari Scout doesn't need to use: -Shield Rechargers/Energizers (already has a 50/s base shield recharge) -Shield Regulators (Shield delay values are low enough that even the penalty from stacking shield extenders doesn't do anything. Shield delay is 3 seconds, depleted is 4 seconds....best values in the game aside from Caldari Sentinel) -Precision Enhancers (Why use them when your skill bonus will allow you to scan 99% of suits out there aside from PC) -Range Amplifiers (Again with the skill bonus amplifying your gigantic 20-30 meter scan radius even further, who needs modules?) -Sprint Mods (Debatable, but the only reason you need to be faster than your base stats is to compete with enemy scouts, or if you're running a shotgun fit. Caldari isn't penalized in speed for tanking their suit like gallente are)
Oh, you can also jump higher, strafe faster, run for longer, and dodge bullets easier...just from being in a light frame. _______________________________________________________________________
Now that we know the advantages of the scout, continue on to the second post where I describe the disadvantages of being a scout and possible solutions to discuss about how to balance them.
The next part is important, please do not post before reading it. Thank you.
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I-Shayz-I
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Posted - 2014.07.22 04:46:00 -
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IF YOU ARE SKIMMING AT THIS POINT, STOP HERE AND READ THIS PART
3. Yes Scouts have advantages, but they also have some really key disadvantages that make them less effective at some things than others right?
Of course! Today I played 5 matches, 4 of them were against full squads using all Caldari scouts. I ran my Proto Amarr Assault with a prof 5 Viziam to show them the pain. http://imgur.com/0XDBHw5
Oh wait, out of their entire squad only one of them had a single death? That's strange, when I spawned in I thought that Caldari scouts could easily be taken out with a few shots from a scrambler. huh ______________________________________________________________________________________
The main disadvantages of the scout: -Lower average HP values (The Caldari Assault can get 100 more shield compared to the scout) -Only 6 H/L slots at proto (One more than the Sentinels, one less than assaults, but they do have two equipment) -Alpha damage can be brutal (Can't take a sniper shot / PLC / Mass Driver easily like other suits)
I just sat here for 30 minutes trying to figure out more but that's about it right there unfortunately. However, I started thinking about Destiny and how they balance the classes between 3 stats...let's do that for Dust really quick
Armor: To put it simply, your total HP Recovery: How fast you can recover your HP after you have been hit Agility: Movement, strafe, air control, hump height...things like that.
In Dust, Scouts have the best Recovery and Agility while having decent HP values Assaults have about medium everything Heavies are best in HP, medium recovery, and low agility Logistics have medium HP values, a bit higher recovery, but slightly low agility.
To put simply, Scouts have two things they are best at, which is bad for balance. This is even more true of the Caldari Scout, which has even more things it is best at, as described in the first post. __________________________________________________________________________________________
4. What are our solutions then?
A. Swap recovery values for Scouts and Assaults. -Caldari Assaults have the best shield regen, Gallente Assaults have the best base armor regeneration. -Possibly reduce them a bit so that we don't have Amarr and Gallente shield recharge so high. -Scouts now have recovery values slightly higher than Logistics, but NEED to sacrifice HP modules if they want to have a fast recovery -Shield delay values should stay the same. Assaults are long delay fast recovery; scouts are short delay slow recovery.
B. Reduce Base HP -If Scouts get max recovery and agility, they should be insanely easy to take out. -Still allows scouts to tank their suits if they want to, but reduces the effect -The best scouts will then become those that can flank and hide, -Discourages head to head engagements and encourages the use of e-war
C. Decrease fitting capacity drastically, increase skill fitting reduction of cloaks, decrease fitting cost of e-war and hacking mods -Makes it more worth it to run a damp, range amp, or hack mod than a plate, also easier to fit. -Possible to fit 4 complex extenders and a proto weapon if you fit nothing else (or use cpu/pg mods in lows) -Cloaks will still be easy to fit, but you won't have a huge excess of fitting space if you don't use one. __________________________________________________________________________________________
Final Thoughts:
I want scouts to be competitive but I don't want them to be the best slayers in the game because their base stats tell them they are. I want scouts to be the best ones at being sneaky and getting kills while the player isn't paying attention rather than being able to dance with a heavy and win.
I want it to be punishing for a scout to be detected. If I see a scout charging right at me, they should die quickly. If they decloak right in front of me it shouldn't take 10 seconds of direct hits to strip away their HP. They shouldn't be able to hide behind cover for 5 seconds and have their 450 shields back up.
I want scouts to use e-war mods rather than HP mods, to be punished more (not less) for stacking shield extenders, to have a reason to use armor repairers and shield rechargers/energizers rather than relying on insanely high base recovery values built into the suit. To still have to use modules that relate to their skill bonuses...
I want to be killed by high HP/fast regen slayer assaults, which I can dampen my suit against, that can't see me sneaking up on them, which I can destroy in my heavy if they get out of hand, which can't cloak and tank their suit at the same time.
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Posted - 2014.07.22 05:21:00 -
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Nocturnal Soul wrote:We're is the TL; DR for chumps who can't sit still for a second?
I-Shayz-I wrote: Final Thoughts/TLDR:
I want scouts to be competitive but I don't want them to be the best slayers in the game because their base stats tell them they are. I want scouts to be the best ones at being sneaky and getting kills while the player isn't paying attention rather than being able to dance with a heavy and win.
I want it to be punishing for a scout to be detected. If I see a scout charging right at me, they should die quickly. If they decloak right in front of me it shouldn't take 10 seconds of direct hits to strip away their HP. They shouldn't be able to hide behind cover for 5 seconds and have their 450 shields back up.
I want scouts to use e-war mods rather than HP mods, to be punished more (not less) for stacking shield extenders, to have a reason to use armor repairers and shield rechargers/energizers rather than relying on insanely high base recovery values built into the suit. To still have to use modules that relate to their skill bonuses...
I want to be killed by high HP/fast regen slayer assaults, which I can dampen my suit against, that can't see me sneaking up on them, which I can destroy in my heavy if they get out of hand, which can't cloak and tank their suit at the same time.
Or you could possibly skim it and read only the bolded and underlined things...that would work too.
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Posted - 2014.07.22 05:44:00 -
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pegasis prime wrote:The op seems to be suffering from a case of imafuckingsmartarse syndrome
I guess I could have made it short and simple like everyone else on the forums...
"CAL SCOUT R SO OP CCP PLZ NERF"
Hey what do you know? It's not half bad
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Posted - 2014.07.22 13:24:00 -
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Adipem Nothi wrote: While I'm here .... aren't you an uber-logi?
Seeing as Scouts are doing their part, perhaps you can talk sense to some of your Heavy friends? They're a 'bit spam-sandwiched these days, and they are quite sensitive about it. At least when we bring up the issue.
Heavy spam isn't an issue...equipment spam is where the true problem lies.
Sentinels camping a supply depot with 50 nanohives and uplinks is so stupid and shouldn't even be possible. It also lags the game out, with the only option at that point being to run a mass driver and hopefully take out the equipment.
It's because 3-4 sentinels can keep spawning into an objective on the same uplinks getting repped by the same nanohives that it becomes impossible to drop down into some objectives.
Heavies then be default...rely on support by other players. You don't see very often a solo heavy getting 40+ kills in a match, yet it seems to be commonplace for solo Caldari Scouts.
I'm one of the decent logistics players that can actually get 3000+ wp without needing to spam equipment all over the place. I'm also the only person on the team who seems to be focused on trying to take out the equipment spam rather than just rushing in to die over and over again....even if it only nets me 100 wp for destroying their entire pile of equipment.
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Posted - 2014.07.22 21:00:00 -
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Luis rules 1st wrote:Because it has too high total HP!? WTF!!!?? So stupid. First of all, you are complaining that the Caldari Scout has too much HP, but the truth is that Galente Scout could have even more. Armor plates cost less and gives a huge buff. Anything that is armor based can get higher numbers. And don't start complaining about the move penalty, shields have a delay penalty and are harder to fit than armor stuff.
And you say I'M the idiot. Please stop, you're making a fool of yourself.
Yeah sure you can stack 800 armor on a gallente assault but you lose all agility...essentially making the scout not a scout anymore, which is fine. However, you can't rep that 800 armor back if you stack it like that. Even if you use two plates and two repairers you only get about 400 armor on the scout, which is less than shields and still reps half as fast as the Caldari
You have to sacrifice tank for recover on the gallente scout...something the Caldari doesn't need to do seeing as it has a whopping 50 shield recharge. Tell me the last time you saw someone using a shield recharger on their scout rather than an extender...there's just no reason to when your base is that high.
Besides, It's not just the HP values, Caldari scouts have a shield delay (after the penalty) of only 3/5 seconds for regular/depleted. The base value for the assault is 5/6 with the penalty bringing the depleted value to 8. Yet if the Assault wants these kinds of values the scout gets it needs to run an energizer and two shield regulators.
At that point you also need to run a complex cpu mod if you even want a chance at using a decent weapon or even an equipment.
Then let's add the fact that the scout can cloak easily, can equip a proto weapon without sacrificing any modules, can also carry a second equipment, can run faster than any assault, has a smaller hitbox, has more stamina, has a lower base profile, has a larger base scan radius, has a lower base scan precision...
Oh, and also gets dual bonuses to two e-war stats so that it doesn't actually have to use those modules and can run sprint mods, dampeners, or even armor plates in the lows instead. ______________________________________________________________________________________________
How is that NOT ******* OP? Please tell me how having THAT many advantages isn't breaking the game.
The only solution is to make the Cal Scout very hard to tank so that they can't do everything at once. And even then it won't break the suit entirely just by limiting it.
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Posted - 2014.07.23 14:18:00 -
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Scheneighnay McBob wrote:They're already getting nerfed next hotfix, the precision bonus is getting removed.
Everyone keeps saying this is a nerf
Yet all this does is make it so that Gallente scouts are more effective against sneaking up on these suits.
They still have the 50 hp/s regen yes? They can still tank 450 shield yes? They can still do everything better than an assault with base stats yes?
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Posted - 2014.07.24 01:03:00 -
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For those that think I don't use the suit...
I have an alt character which I use to test all Caldari suits. It has almost 20 million sp and all relevant skills needed. Sure it doesn't have EVERYTHING maxed out, but the majority of base skills needed to properly use a suit competitively are there.
I first ran the advanced Caldari scout on that character to test the hit detection issue people were complaining about. I found that it was much easier to dodge shots in this suit compared to my Gallente scout. Sometimes I was even able to dodge long enough that my shields would actually start regenerating.
The kill counts I was getting running solo were not super great. I could maybe get 20 easily, but that didn't prove anything as I was still dying 4 or 5 times.
Then I skill into proto and am able to finally tank that last shield extender.
My first match? 43/2 Thinking this was a fluke I did it again 37/1 At that point I literally felt the cheapness
It was too easy to sit there behind cover for 5 seconds to let my shields come back to full. I had a complex damp on so that no one could see me, No one could kill me as I was running up to them even when iI'm obviously in their lline of sight with the cloak. In fact sometimes I'd recharge back to full shields as I'm charging at them because they just can't seem to deal damage to me.
I thought "well maybe it's just that I'm not running into any good scouts or laser weapon users"
Nope, cause even scramblers just couldn't deal enough damage to me. You'd think that 400-450 shield isn't that much, but when the scout can out-strafe your shots to where only half of them land, the scout's effective HP becomes more like 800-900 shield.
Even if someone did manage to get a large portion of my shields down, I'd just cloak and regen it all back before my cloak disappears.
But the craziest part about the whole thing was how I felt like there was no reason to use e-war mods. I really could see anything and everything. Yeah I used a damp, but I felt like precision mods were a waste of time.
Why? Because the only thing a precision mod lets me do is see gallente scouts... So there was no reason NOT to tank my suit with shields unless I happened to run into a gallente scout that kept killing me because I couldn't passively scan him.
But here's the best part There were a few scouts I ran into like this, but none of them could take out my 400+ shields before I killed them. I would usually survive the first shotgun blast (or dodge it entirely because lolhitdetection on calscout), and then have enough time to react to either run away and regen or shoot them in the face. Very rarely would I die by this.
I can imagine it happening more in PC, but that means this game is not Dust 514 but SCOUT 514, where the only way to counter a competitve thing is by balancing it around the other competitive thing, which in this case is Gal vs Cal scout.
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Posted - 2014.07.24 02:04:00 -
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True Adamance wrote:KING CHECKMATE wrote:
What i get from this thread is:
GÖª The Cal scout might have a hitbox issue GÖª Passive Scanning breaks scouts
i still dont think the cal scout is OVERPOWERED thou...
Oh no its not stat wise and probably not gameplay wise..... but there is something about it right now that just.......... I don't even know.
Possibly the fact that taking out 450 shields on a cal scout looks like you only took out half of their hp? (since there's still a full armor bar left)
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Posted - 2014.07.24 04:07:00 -
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iKILLu osborne wrote:To tell the truth i think your a butthurt little bltch thats only competition is cal scout, get guud or go play cod
Exactly
My only competition is the cal scout Because it's better than every other suit in the game.
I can use:
Proto Amarr Sentinel Proto Amarr Commando Proto Amarr Assault Proto Gallene Scout Proto Minmatar Sentinel Proto Minmatar Commando Proto Minmatar Logi Proto Minmatar Assault
And even if I use a proto Amarr Assault, armor tanked, with a prof 5 viziam scrambler (A huge advantage against the Caldari Scout)...I might be able to take out any shield based suit (even 800 shield Caldari Sentinels with ease), but the Caldari Scout manages to win almost every time against me.
Why? Please tell me why I can take out proto suits all day long, but when I run into a proto Caldari Scout I can never even scratch their armor.
No matter the suit, no matter the weapon, no matter the strategy... the Caldari scout always wins against me and I finally got pissed off enough one day to actually make this post.
Squad of proto sentinels? I run in with RE's and a shotgun to wipe the floor with them. Squad of proto gal scouts? Mass Drivers, Scramblers, precision mods, and scanners. Squad of proto Caldari Scouts? Nothing I can do.
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Posted - 2014.07.24 08:52:00 -
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Unlucky Fluke wrote: I find it disturbing that the OP has a proto Gallente scout and claims that the Caldari is so much better and should be nerfed.
I call total BS on it.
I'd very much like to know how OP fits the Gallente scout, it will perhaps lead me to understand why the OP makes these moronic claims....
I still think all scouts should be reduced from their slayer roles, but the Caldari one just has way too much of an advantage against the suits in this game compared to the other scouts.
The Gallente scout might be able to stack the same HP, but it can't recover it as fast. Not only that but if it tries to tank armor it must sacrifice both speed (kin cats) and dampening...as they are both in the lows where the gallente can tank HP
Caldari on the other hand doesn't need to sacrifice tank to sneak up on enemies. They also don't get any penalty from running more HP on their suit (the shield delay penalty doesn't affect the scout as much as medium or heavy frames, and they don't lose speed either). Gallente also need to sacrifice tank in order to gain a very fast recovery while the Caldari do not.
Then as an added bonus the Caldari are harder to hit compared to gallente. I can hit maybe 80-90% of all scrambler shots against a gallente, minmatar, or amarr scout. The caldari is more like 50% of shots actually landing or being detected.
At least I have a chance at killing gallente scouts. If I couldn't kill them either or if they had 30 base armor regen I'd probably have a problem with them too. ____________________________________________________________________________________
I don't usually run a Gallente scout against the Caldari scout. In fact I believe that the gallente scout is actually pretty even against the caldari scout when it comes to a SINGLE encounter.
But when the Caldari scout runs away for a few seconds and comes back they immediately have the advantage. I understand that shields should have that advantage, but a recovery speed that great should require the use of an energizer, sacrificing tank.
Okay, time for my fitting: http://youtu.be/JS8LAlWrKEE
Actually that was a joke. My AV fitting is pretty badass though huh? I skilled into the gallente scout primarily for AV and the Plasma Cannon
But I do run a shotgun fitting occasionally when I'm bored, or when I want to mess with people.
Shotgun SMG 2x Complex Extenders 1x basic/enhanced armor plate 1x enhanced range extender 1x complex kin cat 1x complex profile damp
Sometimes I'll exchange the range extender or dampener for an extra plate if I'm going up against lots of heavies.
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Posted - 2014.07.24 11:14:00 -
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Who the **** puts alloteks on their scout? What is this? That was the stupid Gal Logi strategy that never worked well.
Again the Cal Scout wins because they don't need a scanner to scan or a nanohive to rep back their pool of HP.
You didn't ask me what I thought a "competitive" fit was, you just asked me wwhat my own fit was and for the record I use a cloak and a compact hive
If I wanted to build a "slayer" scout (which I wowuldn't ever do because I have two different proto assaults, commandos, and sentinels which are the ones who should be slaying anyways), it would look something like this:
ACR/CR SMG if possible Grenade? 2x complex extender 3x enhanced plates (possibly basic if too much speed penalty) 1x complex armor repair
Relying on equipment to keep you alive is silly if you're a scout. You need the extra armor repair, possibly two modules. I guess the number of plates is really all dependant on how much of a crazy strafer you are.
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Posted - 2014.07.24 14:02:00 -
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Unlucky Fluke wrote: Make me a fitting that is OP - I don't think you can.
Six Kin ACR SMG
3x Complex extenders 1x Enhanced extender 1x Complex Reactive plate 1x Complex Kin Cat
Adv Cloak Compact nanohive (quick recovery of ammo for ACR bullethose)
435 Shields 153 armor 50 hp/s shield recharge 2 hp/s armor repair 9 m/s sprint ___________________________________________________
You're just not getting it. Why do all of the "best" players run the Cal scout? Why are players able to run full squads of Cal Scouts and stomp the enemy team easily? Why do people choose it over every other suit in the game?
The Cal Scout is OP not because it's better than other scouts, not because I can't kill it, not because it is some magical suit that can dodge rounds flying at it
It is the suit in the game right now with the most advantages and the least disadvantages.
Do you not see that? Do you not understand that a single playstyle cannot have a huge amount of HP for the role, the fastest recovery in the game, the best speed in the game, the smallest hitbox in the game, suit bonuses which remove the need for modules, base stats that remove the need for modules...
Yes the Gal scout has a lot of these same advantages, which makes it somewhat OP in its own right... but what does it NOT have? -Passive recovery built into the suit so you don't need to use equipment or modules to get that recovery -A low shield delay -The ability to max tank the suit with barely a penalty ____________________________________________________________
In other words
Stop trying to argue that the Cal Scout ISN'T OP just because the Gallente one still somewhat is. I honestly don't care about the Gallente scout because in order for them to get an insane recovery speed they have to either reduce their tank or rely on equipment/reps
Would it make you happier if I just changed my post to include all scouts? Cal and Gal Scouts? Seriously. Or how about I make an entirely new post about how the Gal Scout is OP just to see how much of the community disagrees with me...telling me that the Gal Scout is fine but that the Cal scout is the one that's OP >.>
You don't see Gal scouts running around with 600-800 armor because it would punish them too much and they can't regen it reliably, yet Cal scouts can run around with fully tanked shields and actually find it more beneficial.
You also don't see full squads of tanked Gal scouts stomping players in 4 out of every 5 matches...do you?
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Posted - 2014.07.24 21:20:00 -
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Luis rules 1st wrote: Now, supposing a Gallente scout with 2 complex shield extenders, 2 complex armor plates and 2 complex armor repairer, it has a armor rep of about 22, and a shield delay of 7s for depleted, at the most. In 13~14 secs, the Gall scout replenished about 180~210 shield + 282~304. Which is equal to 462~514 total HP.
Oh, hang a sec, isn't that more HP than the Caldari? Plus, remember the Caldari began to run before and ergo no shooting, ergo more HP for the Gallente
At the end, they are close to be the same.
About scouts not being able to be slayers.... what do you wan't for scouts then? Only to go behind enemy lines and hide the rest of the game?
First of all, I'd love to take your Gallente scout on against my Proto Amarr Commando with Scrambler + Mass Driver :P If you used the gallente scout I could hit you with a few shots of the scrambler and then finish you off with mass driver splash. If you used Caldari though, I'd die because my damage wouldn't apply properly and you'd be able to rep through the mass driver rounds.
Oh wait, you want me to use a scout? I don't main the scout, I use the suit primarily for AV Video: http://youtu.be/JS8LAlWrKEE
That said, I do run a shotgun fit on occasion, and don't have a problem taking out caldari scouts with a shotgun. Any other weapon seems to do minimal damage against Cal scouts though, even scramblers, as it's almost impossible to hit a Cal scout with a scrambler compared to a gallente. _________________________________________________________________________________________
To actually reply to your post though, do you not see what you're doing here? The Caldari doesn't need to use a single recharger/energizer to get that insane recharge speeed, so they can freely fit shield extenders...
Yet in your example the gallente needs to use two plates that PENALIZE the scout's movement speed, and two complex armor repair modules...just to even compete with the regen of the caldari. This is why the Gallente scout is NOT OP, because you have to at least sacrifice some of your tank in order to get that recovery.
Caldari doesn't need to do that. Caldari also doesn't lose speed by doing so, and is only penalized by adding a whole 1.3ish seconds onto their already super fast shield depleted delay.
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