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Shutter Fly
Molon Labe. General Tso's Alliance
429
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Posted - 2014.10.06 06:53:00 -
[1] - Quote
Sergeant Sazu wrote:Switch the Scout's regen stats with the Assault's, and watch as only the real Scouts remain. Quoting this to bring a bit more attention. I think this would be a very good solution. It makes assaults much better frontline fighters, while encouraging scouts to rely more on stealth by reducing the effectiveness of any tank they might attempt to build. The Amarr suits might need a bit more tweaking beyond this, but I think it alleviates most of the problems with the other three.
I don't like the idea of removing the scout's 2nd EQ or giving another one to Assaults. It just so happens that my argument for this relates to the role of Assaults in comparison to the other two primary combatant classes, Scouts and Sentinels (I guess Commandos are too, but they're a bit more niche).
I may be a bit biased on the Scouts, but the two EQ slots are very important to many of the Scout's roles that can't be done effectively by any other unit. Scouts are often used as uplink runners, which usually requires either a cloak, or two sets of links depending on the situation. As for Assaults, they are, even by name, focused primarily on combat. More equipment would just bring them further from that role. Unlike Sentinels, who fill a similar role, Assaults do need one EQ in order to have relative autonomy, which a Sentinel isn't suited for. |
Shutter Fly
Molon Labe. General Tso's Alliance
430
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Posted - 2014.10.06 08:31:00 -
[2] - Quote
Joel II X wrote:Apothecary Za'ki wrote:Joel II X wrote:It's horrible, I know.
I still suggest removing an equipment and going back to the old CPU / PG of Olde.
Scout fittings were fine back then. We didn't need the buff. maybe "light" suits stay at 2 equip.. and scout goes down to 1.. as scout is the specialist for ewar/cloak.. thes changes mean people would make a shift to the slightly subpar (on cpu) suit if they wanted the 2 slots. I can get behind that... I still can't support swapping the EQs of Assaults and Scouts.
There haven't been any complete arguments for it in this thread. All I've seen is "Less stuff for Scouts, more stuff for Assaults." The extra EQ is immensely more useful on a Scout than it would be on an Assault. In fact, it would do very little to alleviate the disparity between the two classes. The two equipment slots are extremely important to the Scout's role, as I mentioned above. The Assault just isn't fitted to utilize it as well as a Scout can, and it doesn't fit the primary goals of the class.
Swapping the regen/repair rates, however, would be immensely more useful for Assaults, while allowing scouts to maintain their primary role. Scouts aren't supposed to be taking much damage in the first place. So, if Scouts are utilizing the role "as intended," it won't have a huge effect. What it will do, is greatly reduce the effectiveness of any tank stacked on a Scout suit, while increasing its effectiveness in Assault suits. This will make Assaults into much more formidable frontline fighters. |
Shutter Fly
Molon Labe. General Tso's Alliance
430
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Posted - 2014.10.06 09:03:00 -
[3] - Quote
Cpt McReady wrote:Shutter Fly wrote: There haven't been any complete arguments for it in this thread. All I've seen is "Less stuff for Scouts, more stuff for Assaults." The extra EQ is immensely more useful on a Scout than it would be on an Assault. In fact, it would do very little to alleviate the disparity between the two classes. The two equipment slots are extremely important to the Scout's role, as I mentioned above. The Assault just isn't fitted to utilize it as well as a Scout can, and it doesn't fit the primary goals of the class.
because assaults do not have uses for explosives or injectors, right? who is gonna revive the logi? or setup a trap for the advancing heavies at the objectives? I didn't say that they don't have a use for a second EQ slot, I said they can't utilize it as well. An Assault can do all of those things right now, just not more than one at once. Does it help the Assault achieve its primary role of the frontline attacker? Not really. The Assault shouldn't have time to juggle multiple EQ roles, because it should be assaulting. The Scout, however, is fast, agile, and stealthy, making it ideal for laying REs, running uplinks, and even substitute logistics. Take away that slot, and you are removing integral roles of the class and encouraging more bricked Scouts.
The problem with the Assault is that it isn't good enough at, you know, assaulting. How do you fix that? The answer is REGEN. If the Assault can regenerate more quickly, it will be able to make its currently negligibly higher tank significant. If that happens, it will be able to spend more time assaulting, and less time regenerating HP. |
Shutter Fly
Molon Labe. General Tso's Alliance
430
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Posted - 2014.10.06 09:50:00 -
[4] - Quote
Cpt McReady wrote:Shutter Fly wrote: The problem with the Assault is that it isn't good enough at, you know, assaulting. How do you fix that? The answer is REGEN. If the Assault can regenerate more quickly, it will be able to make its currently negligibly higher tank significant. If that happens, it will be able to spend more time assaulting, and less time regenerating HP.
for regeneration armor tanked suits would need an additional bonus which gives them armor repair. beside that, scouts ewar bonus should be tied to the module and not to the base stats. As I said earlier (guess I should have quoted it), the Amarr suits would need additional tweaks. Gallente could possibly need a bit more, but the Assault would be able to benefit a bit more from the boost to shield and would be in a good spot with the 3HP/s armor rep.
I could live with ewar bonuses being tied to modules, but they would have to be rearranged. It would be a a huge nerf for the Cal Scout, whose two bonuses both apply to low slot modules, which it only has two spots for. |
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