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Mad Kras
SVER True Blood
149
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Posted - 2015.01.01 20:42:00 -
[1] - Quote
We all know that the Amarr Scout is by far the less popular and as an attempt to change this I decided to share my thoughts and fittings on this often underestimated suit and I'd like everybody with some experience with this suit to do the same. I'll start saying that this is not a tutorial on how to instakill and stomp everybody around so if that's what you've expected leave now.
So as we all know the best game mod for a scout is of course skirmish, the ability to roam at between points without being spotted gives great tactical advantage to scouts, being able to see how the battlefield evolves and respond correctly is the essence of being a scout. Back to the Amarr scout what does it offers? Each level gives you a bonus to stamina and it's recovery rate and additionally adds scan precision making it great for counter scouting, it sacrifice a some speed in favor of more hp so it can withstad more punishment than othe scouts if fitted for that porpose. As you can see the suit lacks the speed of the minmatar and the profile damps of the Gallente and Caldari so it's not an effective platform for infiltration and stealth killingand is not ment to be played that way. With his stats the Amarr scout is perfect for flanking and taking on enemies from where they less expected, stamina and regen allows it to fastly cover great distance and the hp allows it to fullfill the role of an secon line Assault when needed.
Here is my typical suit for pubs: http://www.protofits.com/fittings/view/1668/10639
It is ment to be a balance between a scout and an assault making it universal, the additional armor allows it to survive a longer gunfight at the same time not sacrificing speed, one complex damp is more than enough for pubs where a decent active scanner is absent in the 90% of the fights, some people may like to put on a kincat to compensate the speed but I prefer to rely on it's strenghts more than trying to compesate it's weakness. I find the light DMG mods (no, not that corp) to suit my playstyle better than extenders as I'll probably always be the first to open fire from long range quickly taking down the enemy and keeping moving forward. Talking about weaponry equipment I prefer an ARR as it gives me the ability to be effective both in CQC and long range, sidearm is optional, I use the ScR pistol cuz I just love this gun, EMP nades for point and equipment clearing, Cloak and RE, alternated with links or an injector according to what your team needs. On the Adv version I just get rid of the ferroscale and downgrade the ARR to Adv. Hope all that stuff helped you. Also I'd like to ask you to share your opinions and fittings on the topic.
Arrogance and sarcasm lvl 5
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