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xavier zor
G.L.O.R.Y Dark Taboo
57
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Posted - 2014.10.08 02:00:00 -
[1] - Quote
Hello, xavier here. I have ran my scout suit for a long time, and half the time i have been tanking it...experimenting with it. Yes, the gallante scout is basically an assault suit with ridiculous eWar, and the caldari scout has some hitbox issues. BUT this doesn't exclude the problem of tanked scouts to just these races. Here is the problem:
Caldari assault- 210 shield 120 armor Caldari scout-180 shield 78 armor
Now based on just these 2 facts, we can clearly see that the assault would win...but there is more stats such as STRAFING speed! The asasult suits cannot strafe any better than a heavy (logically they can), and they are no match for a scout in close-quarters combat.
The assault user has no trouble shooting a scout in the open. But the assault user has to be unseen by the scout, and the scout has to be standing in the open uncloaked! THis is impossible, so most scout encounters are CQC...Now if you have ever winced upon the might scout with a viziam, and you are wielding a boundless CR as a caldari scout (shield tank, scrambler rifle has a damage profile of +20% damage to shields) and won, then 10/10 you will win against an assault suit in CQC, or a heavy in CQC.
This leads to more and more people using scout suits, which leads to focused complaints about how the scouts are OP, and how they are 'scrubs'
Now, if we change the assault suits stats to: 310 shield 210 armor then the first 10-20 shots that the assault user fires at the scout and misses will be compensated by extra HP, and the scout will lose his advantage of surprise...since everyone that faces a scout in CQC panics, misses theie first few shots then re-aims and nails them.
So, without further ado (or however it is spelt) hotfix echo should implement the fix to tanked armor scouts:
DOUBLE all suits shield and increase armor by 150%, depending on racial suit (gallante increase shield by 150%, double armor
scout ck.0 here!
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Riruodo
Templar Investigative Commission
333
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Posted - 2014.10.08 02:02:00 -
[2] - Quote
wouldn't this increase the TTK? I'm kind of on the fence about that, but I wasn't around when TTK was really long and then really short.
I would be interested to hear from the community on what they think is a good TTK for Dust 514.
Utena Tenjou is my prince in shining armor.
-
gaaaaaaay
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TEBOW BAGGINS
GREATNESS ACHIEVED THRU TROLLING
1270
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Posted - 2014.10.08 02:08:00 -
[3] - Quote
Riruodo wrote:wouldn't this increase the TTK? I'm kind of on the fence about that, but I wasn't around when TTK was really long and then really short.
I would be interested to hear from the community on what they think is a good TTK for Dust 514.
chromosone build about 2 years about had an awesome ttk.. we're kinda close to it now but it's still not as rugged.. chrome's ttk was too hard for the casual.
AKA Zirzo Valcyn
AFKing since 2012
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One Eyed King
Land of the BIind
4655
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Posted - 2014.10.08 02:12:00 -
[4] - Quote
Redacted.
You can always tell a Millford Minja
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X7 lion
Mikramurka Shock Troop Minmatar Republic
309
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Posted - 2014.10.08 02:17:00 -
[5] - Quote
Wouldn't it be simpler for scouts to have a heavy moment penalty & raise the suits db level making tanked scouts easyer to scan because the higher your movement speed the faster your aim, if your bring them down from scout speed class there basically an assault suit & that way if scouts want more armor they have to use the smaller class plates to maintain scoutyness or some thing.
Do not contribute to malice what can be explained by ignorance.
being contradictory is not the same as being offensive.
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G Felix
Pure Evil. Capital Punishment.
37
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Posted - 2014.10.08 02:39:00 -
[6] - Quote
I am of the opinion that it is the combination of strafe speed and superior ewar that leads to dominant scouts. I don't think assaults need more ehp, or that scouts need to be squishier. TTK is in a pretty good place, not unlike chromosome. I think an ewar buff for assaults and a slight agility nerf for scouts would go a long way without creating unintended consequences. Just my 0.2 isk.
Dust can be frustrating. (Gò»°Gûí°n+ëGò»n+¦ Gö+GöüGö+)
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Eruditus 920
Prodigy Ops
543
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Posted - 2014.10.08 03:25:00 -
[7] - Quote
My dual tanked Gal scout tanks 989 eHP and I run fuggin' wild.
OP Xavier, I think I melted your face yesterday wielding dual Bolt pistols shooting you while I was still cloaked.
I usually go 60-2 or 55-1 most matches.
I work from home and play DUST 514 with one hand while working on my laptop so tanked Gal scout was the natural choice.
I will continue to maim and destroy until CCP reels me in. Run for the hills scrubs, tanked Eruditus is gunning for you (while cloaked).
Wisdom is what you gain after you need it.
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Aria Gomes
Wirykomi Wolf Pack
567
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Posted - 2014.10.08 03:36:00 -
[8] - Quote
X7 lion wrote:Wouldn't it be simpler for scouts to have a heavy moment penalty & raise the suits db level making tanked scouts easyer to scan because the higher your movement speed the faster your aim, if your bring them down from scout speed class there basically an assault suit & that way if scouts want more armor they have to use the smaller class plates to maintain scoutyness or some thing.
This this this! So much this.
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D4GG3R
Opus Arcana Covert Intervention
453
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Posted - 2014.10.08 04:32:00 -
[9] - Quote
Aria Gomes wrote:X7 lion wrote:Wouldn't it be simpler for scouts to have a heavy moment penalty & raise the suits db level making tanked scouts easyer to scan because the higher your movement speed the faster your aim, if your bring them down from scout speed class there basically an assault suit & that way if scouts want more armor they have to use the smaller class plates to maintain scoutyness or some thing. This this this! So much this.
This would make amarr scouts stupid good. You can run 3 damps and a complex rep, and still have over 400 ehp without using a single plate. So essentially you could still be beefy and avoid said penalty, making it the Scout suit of choice.
I'm pretty plain.
I watch anime for the boobs
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Aria Gomes
Wirykomi Wolf Pack
567
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Posted - 2014.10.08 05:03:00 -
[10] - Quote
D4GG3R wrote:Aria Gomes wrote:X7 lion wrote:Wouldn't it be simpler for scouts to have a heavy moment penalty & raise the suits db level making tanked scouts easyer to scan because the higher your movement speed the faster your aim, if your bring them down from scout speed class there basically an assault suit & that way if scouts want more armor they have to use the smaller class plates to maintain scoutyness or some thing. This this this! So much this. This would make amarr scouts stupid good. You can run 3 damps and a complex rep, and still have over 400 ehp without using a single plate. So essentially you could still be beefy and avoid said penalty, making it the Scout suit of choice.
How much armor/shield does the Amarr scout have(with cores leveled up)?
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jerrmy12 kahoalii
G0DS AM0NG MEN General Tso's Alliance
1633
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Posted - 2014.10.08 05:05:00 -
[11] - Quote
Aria Gomes wrote:D4GG3R wrote:Aria Gomes wrote:X7 lion wrote:Wouldn't it be simpler for scouts to have a heavy moment penalty & raise the suits db level making tanked scouts easyer to scan because the higher your movement speed the faster your aim, if your bring them down from scout speed class there basically an assault suit & that way if scouts want more armor they have to use the smaller class plates to maintain scoutyness or some thing. This this this! So much this. This would make amarr scouts stupid good. You can run 3 damps and a complex rep, and still have over 400 ehp without using a single plate. So essentially you could still be beefy and avoid said penalty, making it the Scout suit of choice. How much armor/shield does the Amarr scout have(with cores leveled up)? To "this day aria"? Around 150 base armor or look in protofits.
Closed beta vet.
Call me TrolLuna or Trollmare Moon, Reference link
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Aria Gomes
Wirykomi Wolf Pack
567
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Posted - 2014.10.08 05:12:00 -
[12] - Quote
jerrmy12 kahoalii wrote:Aria Gomes wrote:D4GG3R wrote:Aria Gomes wrote:X7 lion wrote:Wouldn't it be simpler for scouts to have a heavy moment penalty & raise the suits db level making tanked scouts easyer to scan because the higher your movement speed the faster your aim, if your bring them down from scout speed class there basically an assault suit & that way if scouts want more armor they have to use the smaller class plates to maintain scoutyness or some thing. This this this! So much this. This would make amarr scouts stupid good. You can run 3 damps and a complex rep, and still have over 400 ehp without using a single plate. So essentially you could still be beefy and avoid said penalty, making it the Scout suit of choice. How much armor/shield does the Amarr scout have(with cores leveled up)? To "this day aria"? Around 150 base armor or look in protofits.
Oh ok that ain't too shabby. I use my Min primarily so tanking it in anyway that ain't biotics is weird. I might stack regulators or damp(hardly). I tried reactive when I first started now I'm just chilling being squishy.
I did make a suit one night out of boredom. One energizer, one recharger, some sidearms, one regulator and a biotic I think. Had 122 shields and 87 armlr, lol it was bad but I might try it again for lulz
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LUGMOS
YELLOW JESUS EXP FORCE
645
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Posted - 2014.10.08 05:16:00 -
[13] - Quote
I used to really love the scout. I actually liked it better before they got buffed
But yeah, make armor plates based on percentages, and the more armor you have, the more speed penalty you have. This should incentivize scouts to go more for ferroscales, as if it were based on percentages, the scout would get very little from regular plates, and if ferroscales stay the same, then ferros would be the better choice. I just need to figure out the percentages that would make this true.
Quafe
A question doesn't always have an answer, but a problem does,
So what is DUST? A problem or a question?
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
1027
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Posted - 2014.10.08 05:37:00 -
[14] - Quote
Scout skills linked to equipment. Precision enhancers, scan range items get extra kick when equipped.. so passive bonuses changed to active, requiring slot use for activation.
Shield and Armor Extenders increase profile of scouts.
This way, you can be good at one thing or another, but not all at once... Or possibly a mid-line mix, thus giving assaults space to be slayers by the HP buffer without really needing to change stuff up...
http://youtu.be/dtXupQg77SU
Dust to Dust
Remember the dream you had before the day you were born.
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Operative 1125 Lokaas
True Companion Planetary Requisitions
460
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Posted - 2014.10.08 06:02:00 -
[15] - Quote
How about dump the whole cloaked scout thing. Make the damn scout a scout, not a f*cking ninja with an easy mode attack. Lag allows for an attack from cloak. Make the cloak break within 10 meters of anyone and make the scout have to hit deactivate before they can swap to weapon. Problem solved and we can have our straight attack game back.
THIS IS THE VOICE OF RÁN
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Keeriam Miray
R 0 N 1 N
357
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Posted - 2014.10.08 06:07:00 -
[16] - Quote
Eruditus 920 wrote:I usually go 2-60 or 1-55 most matches. fixed, now looks more realistic
-í-ç-¦-ü-é-+-+-¦-ï-+ -+-+-¦-¦-é -¦-ï-é-î -é-+-+-î-¦-+ -+-+-¦-+-¦-+-+-¦. -í-ç-¦-ü-é-+-+-¦, -ü-ç-¦-ü-é-+-+-¦, -ü-ç-¦-ü-é-+-+-¦, -ü-ç-¦-ü-é-+-+-¦...
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Shutter Fly
Molon Labe. General Tso's Alliance
433
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Posted - 2014.10.08 06:23:00 -
[17] - 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. |
jace silencerww
Inner.Hell
55
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Posted - 2014.10.08 07:00:00 -
[18] - Quote
here is a tip count the number of scouts you see after this sidearm event. bet it is 45-50% gal, 35-40% caldari, 10-20% armarr and about 5% for minnies
I see the scouts now best to worst (remember I have 3 of the 4 proto working on the 4th now)
first is Gall- great cpu/pg, bonuses give it great ewar (2%precision & 3% damping per level) plus armor tanking and their natural armor regen. Con is when you are using for all speed tanking but you have a 15% damping-from gal scout bonus, plus 10%-cloaks and 10%-core dropsuit profile damping so your profile is 21.42db so beside that they can pretty much do it all at once with little to give up.
second is Cald- good cpu/pg, bonuses help with low slots ewar (3% damping & 10% passive scan range per level). very balanced as far as ewar, ehp tanking and speed. you have to give something up to ewar, shield and/or armor tank. Cons the hit box detection needs fixing.
third is Amarr- good cpu/pg. bonuses helps with the lack of high slots for ewar. (5% precision, stamina regen & max stamina per level) a strong defense or assault scout who can pick up most other scouts who are trying to sneak attack or stealth defend a point. they stamina makes up for the slight slower speed by sprinting longer and jumping around with armor tanking to defend a point. a good balanced fighter scout you have to give something up to stealth ewar, speed or tank. con is a slight buff better base stats of shield and armor maybe 10-15 ehp higher.
last is Minnie. fair at best cpu/pg, bonuses are good if you knowhow to use them. (5% to hacking speed & nova damage) poorly balanced (looks good on paper) good for quick hacking even better with a complex codebreaker. the fastest of the scouts with 11.12 (barely by 0.01, gall scout top sprint is 11.11) fast stamina regen helps to sprinting in hacking, nova knife or throw remotes and get out quickly. Cons is you must choose what you want to do due to not real balance like the other scouts. hacking fast use codebreakers but give up your damping, armor and speed. choose damping but give up speed, armor, and codebreakers. plus you can not shield tank and use speed mods not enough pg even on proto. so want to ewar to see and hide from the gal or amarr scout great but having low ehp and speed. shield it up some and you can not see others scouts. speed tank and some shield you can not hide from other scouts. this is a truly hard scout to run.
personally that is why I think the gall damping and Minnie hacking should switch. however the Minnie would get 2% damping at most while the gall get 5% to hacking. with 4 low slots they can easily run dampners with codebreakers to stealth hack and with they precision it would let them see others coming for them while letting them choose like the others scouts do now. if gall don't want the hacking how about 5% to scan range per level that adds 5 meters (at proto) to their 20 meters now plus if you have core range ap maxed that is 35 meters total while the caldari is 40 meters.
however Cpt McReady wrote: switch the bonus to modules. normalize the bonus of dampeners and precision enhancers to be equal in strength normalize the base precision and siganture of scouts to be equal in strength solved.
first of all 2 damps and your gal logi cant do ****, just like now. and what is the problem that you would have to use damps to be actually invisible? that is the point, to have drawbacks. so if a caldari scouts wishes to see all stuff except a full damped gal scout in exchange for having zero hp than so it be. atleast he cannot participate in combat unlike now where the scout can still see almost everything but having enough hp together with a small hitbox.
I agree with Cpt McReady
tell me now there is something not wrong with ewar. |
Fizzer XCIV
Company of Marcher Lords Amarr Empire
422
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Posted - 2014.10.08 08:10:00 -
[19] - Quote
No. My Amarr Assault doesn't need enough HP to tank direct Plasma Cannon hits. And in no way do Sentinels need enough HP to tank entire rifle magazines applied directly to the forehead. |
Shutter Fly
Molon Labe. General Tso's Alliance
434
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Posted - 2014.10.08 08:37:00 -
[20] - 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. |
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xavier zor
G.L.O.R.Y Dark Taboo
58
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Posted - 2014.10.08 09:22:00 -
[21] - Quote
dang it, i failed to make a troll thread
but this could be a serious fix
scout ck.0 here!
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Jathniel
G I A N T
1177
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Posted - 2014.10.08 11:16:00 -
[22] - Quote
Eruditus 920 wrote:My dual tanked Gal scout tanks 989 eHP and I run fuggin' wild.
OP Xavier, I think I melted your face yesterday wielding dual Bolt pistols shooting you while I was still cloaked.
I usually go 60-2 or 55-1 most matches.
I work from home and play DUST 514 with one hand while working on my laptop so tanked Gal scout was the natural choice.
I will continue to maim and destroy until CCP reels me in. Run for the hills scrubs, tanked Eruditus is gunning for you (while cloaked).
Cloaks instantly fail now. You can't shoot while cloaked anymore.
Set your goals high, and shoot for the moon; even if you miss you'll land amongst the stars.
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Apothecary Za'ki
Biomass Positive
980
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Posted - 2014.10.08 13:00:00 -
[23] - Quote
xavier zor wrote:Hello, xavier here. I have ran my scout suit for a long time, and half the time i have been tanking it...experimenting with it. Yes, the gallante scout is basically an assault suit with ridiculous eWar, and the caldari scout has some hitbox issues. BUT this doesn't exclude the problem of tanked scouts to just these races. Here is the problem:
Caldari assault- 210 shield 120 armor Caldari scout-180 shield 78 armor
Now based on just these 2 facts, we can clearly see that the assault would win...but there is more stats such as STRAFING speed! The asasult suits cannot strafe any better than a heavy (logically they can), and they are no match for a scout in close-quarters combat.
The assault user has no trouble shooting a scout in the open. But the assault user has to be unseen by the scout, and the scout has to be standing in the open uncloaked! THis is impossible, so most scout encounters are CQC...Now if you have ever winced upon the mighty scout in CQC as a scout and won, then 10/10 you will win against an assault suit in CQC, or a heavy in CQC.
This leads to more and more people using scout suits, which leads to focused complaints about how the scouts are OP, and how they are 'scrubs'
Now, if we change the assault suits stats to: 310 shield 210 armor then the first 10-20 shots that the assault user fires at the scout and misses will be compensated by extra HP, and the scout will lose his advantage of surprise...since everyone that faces a scout in CQC panics, misses theie first few shots then re-aims and nails them.
So, without further ado (or however it is spelt) hotfix echo should implement the fix to tanked armor scouts:
DOUBLE all suits shield and increase armor by 150%, depending on racial suit (gallante increase shield by 150%, double armor not just strafing speed but hitbox size and tiny suit signature meaning with out having proto presision you aint gonna see them on tacnet and lets not forget the fact that they also get massive bonus to cloaks
[[LogiBro in Training]]
Level 2 Forum Pariah
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jerrmy12 kahoalii
G0DS AM0NG MEN General Tso's Alliance
1635
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Posted - 2014.10.08 15:01:00 -
[24] - Quote
jerrmy12 kahoalii wrote:Aria Gomes wrote:D4GG3R wrote:Aria Gomes wrote:X7 lion wrote:Wouldn't it be simpler for scouts to have a heavy moment penalty & raise the suits db level making tanked scouts easyer to scan because the higher your movement speed the faster your aim, if your bring them down from scout speed class there basically an assault suit & that way if scouts want more armor they have to use the smaller class plates to maintain scoutyness or some thing. This would make amarr scouts stupid good. You can run 3 damps and a complex rep, and still have over 400 ehp without using a single plate. So essentially you could still be beefy and avoid said penalty, making it the Scout suit of choice. How much armor/shield does the Amarr scout have(with cores leveled up)? To "this day aria"? Around 150 base armor or look in protofits. Oh ok that ain't too shabby. I use my Min primarily so tanking it in anyway that ain't biotics is weird. I might stack regulators or damp(hardly). I tried reactive when I first started now I'm just chilling being squishy. I did make a suit one night out of boredom. One energizer, one recharger, some sidearms, one regulator and a biotic I think. Had 122 shields and 87 armlr, lol it was bad but I might try it again for lulz Ok, and I made 2 jokes in that post, to "this day aria" I was saying to this day (insert name here) it has this much armor, and it was a song, sort of, look it up.
Closed beta vet.
Call me TrolLuna or Trollmare Moon, Reference link
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Adipem Nothi
Nos Nothi
5572
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Posted - 2014.10.08 15:51:00 -
[25] - Quote
xavier zor wrote: 1. dang it, i failed to make a troll thread 2. but this could be a serious fix
1. Convincing ... 7/10. 2. A serious fix for what?
* I'll bet 50M Isk that the ten very best "slayer scouts" in the game average fewer kills per death than their Assault and Heavy counterparts. Have a stroll through Weekly Kills. At the top, you'll find lots of popular slayers known to run tanks, assaults and heavies. But you'll find very few -- if any -- dedicated scouts.
How can this be?
Shoot scout with yes.
- Ripley Riley
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Operative 1125 Lokaas
True Companion Planetary Requisitions
461
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Posted - 2014.10.08 16:57:00 -
[26] - Quote
Jathniel wrote:Eruditus 920 wrote:My dual tanked Gal scout tanks 989 eHP and I run fuggin' wild.
OP Xavier, I think I melted your face yesterday wielding dual Bolt pistols shooting you while I was still cloaked.
I usually go 60-2 or 55-1 most matches.
I work from home and play DUST 514 with one hand while working on my laptop so tanked Gal scout was the natural choice.
I will continue to maim and destroy until CCP reels me in. Run for the hills scrubs, tanked Eruditus is gunning for you (while cloaked). Cloaks instantly fail now. You can't shoot while cloaked anymore.
Yes you can. It is from lag.
THIS IS THE VOICE OF RÁN
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Eruditus 920
Prodigy Ops
545
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Posted - 2014.10.08 20:43:00 -
[27] - Quote
Keeriam Miray wrote:Eruditus 920 wrote:I usually go 2-60 or 1-55 most matches. fixed, now looks more realistic
I can see the humor behind my sarcastic thread was lost on most.
The general IQ of the forums isn't what it used to be.
Wisdom is what you gain after you need it.
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One Eyed King
Land of the BIind
4663
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Posted - 2014.10.08 21:07:00 -
[28] - Quote
Eruditus 920 wrote:Keeriam Miray wrote:Eruditus 920 wrote:I usually go 2-60 or 1-55 most matches. fixed, now looks more realistic I can see the humor behind my sarcastic thread was lost on most. The general IQ of the forums isn't what it used to be. That and text based sarcasm is always hit or miss.
You can always tell a Millford Minja
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Appia Nappia
1284
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Posted - 2014.10.10 11:54:00 -
[29] - Quote
My favorite part is where he posted the problem was the old HP of Assaults and the solution is the current HP of Assaults
So very tired
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D4GG3R
Opus Arcana Covert Intervention
461
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Posted - 2014.10.10 12:07:00 -
[30] - Quote
Aria Gomes wrote:D4GG3R wrote:Aria Gomes wrote:X7 lion wrote:Wouldn't it be simpler for scouts to have a heavy moment penalty & raise the suits db level making tanked scouts easyer to scan because the higher your movement speed the faster your aim, if your bring them down from scout speed class there basically an assault suit & that way if scouts want more armor they have to use the smaller class plates to maintain scoutyness or some thing. This this this! So much this. This would make amarr scouts stupid good. You can run 3 damps and a complex rep, and still have over 400 ehp without using a single plate. So essentially you could still be beefy and avoid said penalty, making it the Scout suit of choice. How much armor/shield does the Amarr scout have(with cores leveled up)?
I know the base armor is like 204. And with two complex shield extenders you will have 217 shields, not quite sure on shield base though.
I'm pretty plain.
I watch anime for the boobs
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