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2Berries
Ghosts of Dawn General Tso's Alliance
224
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Posted - 2014.08.20 16:21:00 -
[1] - Quote
Only ewar or scout tool in high slots is precision mods while lows have dampeners, range amps, kin cats & cardio stimulants. Give range amps to high slots to balance. There are more scouts now that just gal & min, start catering to all.
Thoughts?
Burning through clones like Rusty Venture.
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2Berries
Ghosts of Dawn General Tso's Alliance
224
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Posted - 2014.08.20 17:08:00 -
[2] - Quote
Crimson ShieId wrote: Gallente amarr would have to choose between precision and range, both of which are necessary to the role and both of which require at least one to two modules to truly be effective. Yes, primarily cal scout who is bored with thier fitting choices without going proto to ewar. There are 3 ewar mods & 3 biotics, of these 6 2 reside in high & 4 in low. These races would have to choose, while cal DOES have to choose. Not just between range & damp, but plates, reps, kin cats, cardio stim.
Tired of my options being shield tank, precision or damage mod, especially with the stacking penalty.
Burning through clones like Rusty Venture.
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2Berries
Ghosts of Dawn General Tso's Alliance
224
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Posted - 2014.08.20 17:12:00 -
[3] - Quote
Cass Caul wrote:Oh cool, I wan't aware that Biotics modules were ewar. I suppose I just never noticed how Kinetic Catalyzers affected my Scan Profile, Scan Radius, and Scan Precision. I would consider them scout tools, except for myo stims. Those i consider a waste.
Burning through clones like Rusty Venture.
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2Berries
Ghosts of Dawn General Tso's Alliance
224
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Posted - 2014.08.20 18:16:00 -
[4] - Quote
Tectonic Fusion wrote:Only Kin cats, green bottles, blue bottles and codebreakers. Nothing more. Move these to high slots? I would be ok with that. Blue bottles already there & moving kin cats might ruffle too many feathers for min/gal, but cardio & codebreakers sound good.
What else you got, supposed Forum Warriors?
Burning through clones like Rusty Venture.
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2Berries
Ghosts of Dawn General Tso's Alliance
224
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Posted - 2014.08.20 18:19:00 -
[5] - Quote
Vulpes Dolosus wrote:For everyone's information, and if I did my math right (kind of skimped the stacking penalty a bit), but with range mods in the highs, a Cal scout would get about a 125m scan radius. Would that be consided OP, being spotted by whole team before you got to the fight? Sounds balanced against never being scanned at all.
Burning through clones like Rusty Venture.
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2Berries
Ghosts of Dawn General Tso's Alliance
225
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Posted - 2014.08.20 19:25:00 -
[6] - Quote
Tectonic Fusion wrote:2Berries wrote:Tectonic Fusion wrote:Only Kin cats, green bottles, blue bottles and codebreakers. Nothing more. Move these to high slots? I would be ok with that. Blue bottles already there & moving kin cats might ruffle too many feathers for min/gal, but cardio & codebreakers sound good. What else you got, supposed Forum Warriors? I mean not move...but have them all accessible to both sides. Would CCP even go for omni-slot mods? Something tells me no.
Burning through clones like Rusty Venture.
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2Berries
Ghosts of Dawn General Tso's Alliance
225
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Posted - 2014.08.20 19:29:00 -
[7] - Quote
Sgt Buttscratch wrote:leaving the majority of scout modules on lows allows for better variety, rather than just 1 of everything equipped. Don't Amarr, Min & Gal already have this ability with multiple low slots on basic fits?
Burning through clones like Rusty Venture.
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2Berries
Ghosts of Dawn General Tso's Alliance
226
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Posted - 2014.08.20 20:48:00 -
[8] - Quote
Sgt Buttscratch wrote:All scouts have the same choice of modules, choosing some upgrades one thing, but at the cost of another. If your a kindergarten cal scout you have no worries still, yes low slots are reduced, but you have dat hit box. What do the other basic have? The ability to add multiple ewar/biotics that compliment thier racial bonuses.
Guess it comes down to this-shield tanking is lame but feels like it's the only option for caldari. Still love my role, just bored with my fitting options.
Sentinals have to feel where i'm coming from. Hmg or forge...take your pick.
Yeah, dat hit box! Can barely squeeze a finger in there!
Burning through clones like Rusty Venture.
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2Berries
Ghosts of Dawn General Tso's Alliance
227
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Posted - 2014.08.20 23:35:00 -
[9] - Quote
Arkena Wyrnspire wrote:Honestly it'd be nice to have a choice of something other than shields or damage mods in highs for non-scouts, but I guess that'll never really happen. Are officer vaiants of modules an option for discussion? We could have a lot of fun with rare modules that do more than they should...
Range amp with bonus to percision? Damage mod with bonus to damping?
Rediculious, yes. Backdoor option for future content, yes.
Burning through clones like Rusty Venture.
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2Berries
Ghosts of Dawn General Tso's Alliance
228
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Posted - 2014.08.21 00:24:00 -
[10] - Quote
Crimson ShieId wrote:If you don't want to go to proto, why not spec into another suit? Going to advanced on another suit will be around 900K SP, about half of going up those last two levels, and it'll let you change up your playstyle. I have proto, just cheap & don't like running proto in pubs. FW is lame (also not proto worthy) & with my window of playtime PC generally not an option. I have alts with other fits & that is where i noticed the disparity in ewar option for lower tier scouts.
Burning through clones like Rusty Venture.
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