Shutter Fly
Molon Labe. General Tso's Alliance
433
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Posted - 2014.10.08 06:23:00 -
[1] - Quote
First of all, I don't think anything Ewar, fitting capacity, or base movement related should be changed on Scouts. The change needs to remove some of the incentive or convenience for fitting extra HP on Scout suits. The main incentive for it, in my opinion, is the unnecessarily high regen rate of Scouts. This leads me to a possible solution, a rework of passive HP regen for Scouts and Assaults:
The reason high HP works so well on scouts is that they have it alongside low profiles, agility, a small hitbox, and high regeneration. While the first three are fairly integral to the class, regen isn't really necessary or derivative of the role. Every Scout has excellent shield recharge stats, even the Gal and Amarr. On top of that, the Gal has enough armor repair that it only needs one Reactive Plate and it already has little need for an Armor Repairer. The Cal's Shield Recharge stats are so high, it can stack all extenders and barely worry about Rechargers or Regulators. Scouts are so good at tanking damage because they don't have to worry about how much they take as long as they don't hit zero, especially the Gal and Cal.
The solution is to decrease the Scout's regen/repair rates, while increasing them for Assaults. Scouts would still have the option to fit the same amount of HP, but they would be forced to be much more careful with how much damage they take in each engagement. It will mean that scouts will not be able to charge into engagements, even with high HP. When they do, they will have much less HP on average, because they will not recover as quickly. For Assaults, an increase in regen will make their tank much more effective. As a bonus, both changes will not effect TTK, but will still increase the survivability of Assaults and decrease the survivability of Scouts.
For Cal and Gal, switching the regen/repair of the Assaults and Scouts would probably be a good start. Then tweaking based on how they perform after that, as the shield stats would likely be a bit high for the amount of HP on the Cal Assault. As for the Min and Amarr, they might need slightly different treatment.
Armor rep and shield recharge aren't too relevant to Amarr dropsuits, although I'm not really sure if either one has much of a problem as it is. The Assault would benefit a bit from the Scout's shield recharge stats and already has excellent tanking options (it is able to get 1000+ armor while carrying Triage Nanohives). The scout doesn't have the Ewar or movement capabilities to take advantage of HP as much as Gal or Cal scouts, and this would likely help bring it in line with the others.
The Minmatar Assault is already in a good place, and probably only needs slight tweaks to its stats. The Min Scout isn't exactly stacking huge amounts of HP as it is. Most Min Scout fits focus on speed and struggling to get over 350eHP, it wouldn't be hurting much from a slight nerf to regen, and might be fine without it.
Of the suits I've discussed here, the only three that I don't have at proto are the Gal and Cal Assault, and the Amarr Scout. Any extra input on those three would be helpful. |
Shutter Fly
Molon Labe. General Tso's Alliance
434
|
Posted - 2014.10.08 08:37:00 -
[2] - Quote
I would be fine with a fix based on changing Ewar bonuses to be module based, but only if it results in similar matchups to these (assuming the bonuses stay the same):
Galx3DMP+Clk > GalLogixFocSc > Galx3DMP > Calx4PRC > Galx2DMP+Clk > Calx3PRC > Galx2DMP > Minx2DMP+Clk > Amx2PRC > Calx2DMP > Galx2PRC > Amx2DMP > Calx2PRC > GalLogixPROSc > Galx1DMP+Clk > FocSc > Galx1DMP > Calx1DMP+Clk > PROSc > Calx1DMP
There might be a couple matchups in here that aren't possible given both equalized Profile/Precision and a linear skill bonus to stacked modules. Although, I'm not really sure if the game mechanics (that likely can't be hotfixed) allow for the two skills to be equal without some radically different Scout skill bonuses (modules making exponential gains when stacked would help, but it would be much more complex to achieve that balance). Since the scanning side will win given a tie and the way that precision/profile are rounded, Profile has a slight advantage over Precision. Unless the entire scanning system is reworked, one will always have to be slightly superior to the other in the value of each point. |