Samuel Zelik
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
236
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Posted - 2014.10.28 03:49:00 -
[1] - Quote
There's a general consensus that Scouts are "OP" because they "do too much"- they're too easily versatile, rather.
Aside from Passive Scans while cloaked (soon to be changed?) and throwing REs, a major complaint I've seen is running Scouts as psuedo-Assaults.
My perception is that Scouts should mainly be a Support role (be it through equipment or modules), but should not be completely void of combat capabilities (due to the nature of this shooter). I think Scouts should have the ability to become psuedo-Assaults, but at a cost.
After running through solutions and numbers in my head for part of the day, the possibility of each Scout losing a (strong) slot came to mind.
The changes would result in the Prototype tier looking like so:
- Gal 2H/4L -> 2H/3L
- Cal 4H/2L -> 3H/2L
- Am 2H/4L -> 2H/3L
- Min 3H/3L -> 3H/2L -or- 2H/3L
Many of you will probably dislike me or write this off immediately, but bear with me if you can.
Overall, this wouldn't stop Scouts from tanking and having 700+ hp, but this would take away an extra slot that could be used as an Ewar buffer (ie: low slot to fit a dampener, high slot to fit precision). In addition, the possible changes to Native armor reps will most likely be more incentive to run combat Scouts, despite one being a slight reduction to the Gal Scout reps. The same native armor reps can be used to provide incentive to be an Ewar scout.
This also wouldn't largely affect Gallente, Caldari, or Amarr from fitting into their intended Ewar roles: Gallente would still have the lowest possible profile, Caldari would have the largest possible scan radius, and Amarr would have the lowest possible scan precision. All of these suits would still be able to avoid the Gal Focused scanner through damps or damps + cloak. Unfortunately, one downside is there would be less slot variety.
As you can probably tell, the problems lies with the Minmatar Scout. Were the Minmatar to adopt the 2H/3L layout, there would be three Scouts with the same slot layout. However, in the other layout, the Minmatar won't be able to dodge the Gal Logi scanner with damps + cloak, nor the Amarr Scout with minimum precision, nor be the uncontested best hacker. I have yet to find a way without arbitrarily changing a number or mechanic to do so.
An alternative layout(s) to fix the previously state problems:
- Gal 2H/4L -> 1H/4L
- Cal 4H/2L -> 3H/2L
- Am 2H/4L -> 2H/3L
- Min 3H/3L -> 3H/2L
With both layouts (unless three Scouts would share the same slot layout case), the Minmatar hacking bonus would have to augmented for the Min Scout to retain its status as prime hacker. I have looked at sprint speed and stamina too much, but I think they'll remain roughly the same, just with a lower limit.
Regardless, I wanted to see what people thought. This thought is pretty far-fetched and bound to be unpopular, but maybe this will inspire someone else to make a better idea/actual solution.
P.S. My primary role is a Gallente Scout. I may/may not post my spreadsheet with my calculations. I'll post it by request, but it won't be finished (and may not be; I'll be fairly occupied throughout the week).
daddy Rattati lovin' his stati's!
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