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Sir Dukey
Murphys-Law General Tso's Alliance
1435
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Posted - 2015.01.01 20:47:00 -
[1] - Quote
It's too slow. Armor plate penalty is heavy. So it has to use feroscales =lower HP Low armor regen ability. You can shield tank to increase HP but it has a bonus to Precision and it'd be a waste to not put precision amps The scan range for scout is way to low. There is no point in having 18 precision when you can't scan anything while cloaked or scan anything that is 25m away.
Also, with the new scan overhaul, you need two precision's to get under scans and that is two low slots which means= low HP, low Regen, Slow, no scan range.
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Sir Dukey
Murphys-Law General Tso's Alliance
1435
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Posted - 2015.01.01 20:56:00 -
[2] - Quote
Atiim wrote:If it's too slow, use one of your 4 Low Slots for a KinCat.
Ok, here...
Two complex precision mods (to go with the bonus and strengthen it) Two complex Damps (to get under scans) One complex Kin Cat (to help a little bit with speed)
That leaves ones low slot. Do I put on armor and have semi medium amount of HP and absolutely no Reps, Do I put on a Repair but if I do, will I last long enough to make use of it?? Do I put on a Range extender or do I just stick with stupidly low 25m range?
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Sir Dukey
Murphys-Law General Tso's Alliance
1436
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Posted - 2015.01.01 21:10:00 -
[3] - Quote
Cody Sietz wrote:Don't use Hp mods? I mean you could use one precision mod and a shield extender then run 1-2 damps(I recommend only 1 tbh) 1 kincat and leave the last 1 or 2 slots to you imagination.
Maybe a range amp(they are pretty awful now) or a extra kincat.
I mean, you only honestly need precision mods if you plan on scout hunting(one for bad scouts that don't damp and 2 for good scouts who do) the bonus totally frees up at least one slot if you aren't worried about other scouts.
The amarr scout is 4% slower than the other scouts, at max skills it has 37.5 more HP than other scouts.
It looses 10 shields and gains about 40 armor on top of the gallante scout base. It gains a total of 30 hp. A 4% strafe speed decrease, sprint decrease, and movement decrease is what you get from an enhanced Armor plate.
Penalty wise, the Amarr scout should have a total of 250 armor base and 60 shields. To be fair.
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Sir Dukey
Murphys-Law General Tso's Alliance
1436
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Posted - 2015.01.01 21:18:00 -
[4] - Quote
Maken Tosch wrote:What the Amarr scout lacks in speed, it makes up for it in huge amounts of stamina. I can slap on an Ishukone Cloak Field, turn it on, run and then run out of cloak long before I even run out of stamina. A dedicated Minmatar scout user would know how to best utilize the Amarr scout because Minscouts have adapted just fine to not have to rely on any EWAR or HP to survive. Some Minscouts can also do just fine without the cloak in general.
Personally, I see the Amarr scout as the go-to suit for long runs deep into enemy territory especially when you need to outpace your opponent. Makes for excellent infiltration especially with the uplinks. Minscouts can do the same but often have to rely on utilizing the natural terrain (not structures) to mask their profile.
A minmatar scout is probably a better runner, it has better recharge and is much faster. Somebody a while ago made a chart comparing the running abilities of the Min Scout and Am Scout.
The min scout had a lead most of the time, the recharge was so fast the for any lost ground during recharges, the speed made up and even beat the Am scout.
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Sir Dukey
Murphys-Law General Tso's Alliance
1439
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Posted - 2015.01.02 03:18:00 -
[5] - Quote
Cody Sietz wrote:Sir Dukey wrote:Cody Sietz wrote:Don't use Hp mods? I mean you could use one precision mod and a shield extender then run 1-2 damps(I recommend only 1 tbh) 1 kincat and leave the last 1 or 2 slots to you imagination.
Maybe a range amp(they are pretty awful now) or a extra kincat.
I mean, you only honestly need precision mods if you plan on scout hunting(one for bad scouts that don't damp and 2 for good scouts who do) the bonus totally frees up at least one slot if you aren't worried about other scouts. The amarr scout is 4% slower than the other scouts, at max skills it has 37.5 more HP than other scouts. It looses 10 shields and gains about 40 armor on top of the gallante scout base. It gains a total of 30 hp. A 4% strafe speed decrease, sprint decrease, and movement decrease is what you get from an enhanced Armor plate. Penalty wise, the Amarr scout should have a total of 250 armor base and 60 shields. To be fair. I'm sorry but a scouts a scout. You get nearly 300 with max skills, have more stamina then any scout and a really good bonus. It can hunt scouts and per from as a light assault. Not to mention that the Amarr scout got a buff to Armour repair and the gallente lost half his repair and now only heals half a point more then the Amarr scout.
It's not about armor repairs ect. It's the fact that I lost so much speed for barley any HP in return.
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