jace silencerww
Second-Nature
64
|
Posted - 2014.10.26 22:39:00 -
[1] - Quote
all ccp has to do is this to cut down the scouts to real scouts again. this would help with ewar as well on scouts too. read it all the way though please. 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. but this was before Cpt McReady came up with this.
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 & proto cloak 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. at least 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 on those 3 points. the only bonus that would be hurt by this is the Minnie nova knife damage. but if ccp willing to they could come out with the other racial knives and give the racial nk damage to each one. so then the Minnie could get a new bonus to a module like the others.
Magnus Amadeuss wrote: I am with you on alot of that. I totally agree we should normalize the damps/enhancers to ewither 20/20 or 25/25 I fully agree that we should normalize scout profile/scan to 40/40 I also think switching to module based bonuses would probably be enough in that circumstance.... but (you knew there was a but) The minmatar scout will still be left out in the cold. The caldari/gallente scouts will still be the best, thisis the reason why I think it really should be 1 EWAR bonus MAX per scout suit. I also think if minmatar do not get an ewar bonus, they should get 39/39 profile/dampening versus 40/40. This makes them slightly (and I do mean slighty) below base passive scan and above base passive damp. It at least involves them in the EWAR battle.
jace silencerww wrote: agree that is why if ccp moved them to modules. the Minnie bonuses could be to hacking and to kin cats vs ewar. if not then why not give them as you said a slightly lower natural scan profile and scan precision 39/39. but a lot of the Minnie scouts want to keep the nk damage and I agree that what the Minnie are good at. |