zzZaXxx
Vengeance Unbound
540
|
Posted - 2014.09.21 12:31:00 -
[1] - Quote
I had a similar idea:
Current scouts: Can only use side arms, get racial sidearms bonus, sidearms fitting bonus. Retain current bonuses. Slight speed boost.
New variant: No cloak bonus, only one equipment slot, extra module slot, can use light weapons, slightly more base HP, slightly less speed, same Ewar, same regen. Class-wide bonus: 1% damage resistance per level (or specific resistances similar to racial sentinels). Racial bonuses buff survivability as well. For example, Gallente's could be a reduction of armor plating movement penalty and increase in armor repairer efficiency.
Scouts then would continue to do what they do but balanced by the sidearm limitation. The new variant's base role would be simllar--recon, flanking, etc.--but with more firepower and survivability and worse Ewar, no cloak, less speed and equipment.
The new scout variant would have to have the perfect name of course. I'm thinking either Recon or Shock. |
zzZaXxx
Vengeance Unbound
552
|
Posted - 2014.09.21 20:37:00 -
[2] - Quote
Well, ok I agree the roles should be distinct and not bleed into each other. And I certainly am aiming for balance, not continued--or even worse--OPness. So how bout this:
All the changes that I suggested for scouts stand: no light weapons, only sidearms, with a sidearms fitting bonus and racial sidearm bonus, but no speed increase.
The new variant would have slightly worse Ewar, slightly less speed, the same base HP and the same slot count. They would have access to light weapons but only one equipment slot and no cloak fitting bonus. Their class and race bonuses would be distinct from any other class. Defensive bonuses would further distinguish them from assaults.
So what we'd have then would split the current do-everything, dominate-all-situations scout into two balanced roles:
Scout--the pure scout role, limited to sidearms (but with sidearm fitting bonus and racial sidearm bonus), that would still rule Ewar and mobility, and would still be able to cloak and get sneaky kills, but without the power and range of light weapons
Recon--the slayer scout role, able to to take advantage of his (slightly slower) speed and small hitbox while still wielding a light weapon, but without the option to cloak, without the extra equipment, with Ewar slightly inferior to scouts but still much better than assaults, and the same slot count and EHP. Appropriate role bonuses would further define them and distinguish them from both scouts and assaults. Since scouts have cloaking and Ewar bonuses and assaults have weapons bonuses, the available niche seems to be survivability bonuses (but not OP ones).
This would transform scouts from being OP and able to do everything but carry an HMG, to being more limited but still effective in their roles. Players would have to choose between being a sneaky assassin or a straight up slayer.
As for the difference in movement speed and Ewar between Scout and Recon, I was thinking:
Speed 5.15 -- 5.35 -- 5.55, 0.1 down from scouts.
Ewar Precision:40 Profile: 40 Range: 15 |