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Sir Dukey
Murphys-Law General Tso's Alliance
1436
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Posted - 2015.01.01 21:16:00 -
[1] - Quote
The amarr scout is 4% slower than the other scouts, at max skills it has 37.5 more HP than other scouts. At base it has 30 more HP.
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.
Gal scout has 70 shields and 130 Armor and is 4% faster than the Amarr scout Am scout has 60 shields and 170 Armor and is 4% slower than the Gallante scout
A Gallante scout with 70 shields and 240 armor runs at a speed of 7.32 m/s (one enhanced armor plate). A Amarr scout with 60 shields and 170 armor runs at a speed of 7.35 m/s.
The gallante scout has 80 more total HP over the Amarr scout while running at almost the same speed.
According to the speed penalty, the Amarr scout should have at least 70 shields and 240 armor OR 60 shields and 250 armor.
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Sir Dukey
Murphys-Law General Tso's Alliance
1439
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Posted - 2015.01.02 03:23:00 -
[2] - Quote
DeadlyAztec11 wrote:It has a crap ton of stamina though which means it almost never has to walk; it can sprint everywhere. Removing the speed penalty would be insane.
That crap is bullsh*t and over rated. I have an AM scout and I pick a Minmatar any day for a Marathon and a race.
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Sir Dukey
Murphys-Law General Tso's Alliance
1439
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Posted - 2015.01.02 03:24:00 -
[3] - Quote
Atiim wrote:Amarr Scout: 60/170 (235 eHP) Gallente Scout: 70/130 (200 eHP)
So, it gains an extra 17.5% eHP at the cost of only 4% speed? You're right, that is imbalanced. I say we reduce the Amarr Scout's Armor to 135, that way it only gains an extra 4% eHP for its 4% speed loss.
That is a stupid way of balancing. That would mean you lose close to 100% of your speed and run at a standstill if you put on one complex plate. Please comeback with a valid argument.
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Sir Dukey
Murphys-Law General Tso's Alliance
1439
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Posted - 2015.01.02 03:27:00 -
[4] - Quote
Fizzer XCIV wrote:DeadlyAztec11 wrote:It has a crap ton of stamina though which means it almost never has to walk; it can sprint everywhere.
Removing the speed penalty would be insane. The Minassault had its HP penalty removed because it wasn't performing its role well enough. It now has a disproportionate HP and Speed compared to other Assaults. I don't see why we shouldn't do something similar with the Amscout. It isn't performing its role well enough, so why shouldn't we give it similar treatment?
It's not really a good scout. To be honest, it has a lot of drawbacks. A ton of them to be exact. It is mean to be like a light assault but it has less HP and speed (I think) than a Minmatar Assault. Not to mention, it less armor than min Assault as well.
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Sir Dukey
Murphys-Law General Tso's Alliance
1439
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Posted - 2015.01.02 03:28:00 -
[5] - Quote
Pokey Dravon wrote:DeadlyAztec11 wrote:It has a crap ton of stamina though which means it almost never has to walk; it can sprint everywhere. Removing the speed penalty would be insane. People love to ignore that fact.
My Minmatar Commando can jump 7 times with no breaks, It doesn't deserve any further buffs due to the fact that it can jump 7 times. #logic.
The Stamina ect bonuses are equivalent to one basic cardiac regulator.
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Sir Dukey
Murphys-Law General Tso's Alliance
1439
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Posted - 2015.01.02 03:41:00 -
[6] - Quote
Racro 01 Arifistan wrote:so scouts are supposed to focus on EHP?????????............................
huh.
amarr scout has potential to be the fastest suit in the game. (including sprint speed/ stamina combined with regen.) but oh no....no one wants to fit kincats and cardiac regs do they.....lets not forget the amarr scout's bonus either. 5% increase to stamina, stamina regen and scan precision..... best hunter in the game much.
1. It can only be faster than the Caldari scout. 2. The stamina bonus is equivalent to one basic Cardiac Regulator 3. 4% less speed for only 36% of the Hp we should be getting 4. Precision bonus is almost useless because -You have no range when cloaked -The range even with max skills is awful -The falloff made it almost pointless 5.Best hunter in game second to Cal scout, Gal scout, min Scout, Min Assault
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Sir Dukey
Murphys-Law General Tso's Alliance
1445
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Posted - 2015.01.02 07:31:00 -
[7] - Quote
Meee One wrote:Sir Dukey wrote:The amarr scout is 4% slower than the other scouts, at max skills it has 37.5 more HP than other scouts. At base it has 30 more HP.
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.
Gal scout has 70 shields and 130 Armor and is 4% faster than the Amarr scout Am scout has 60 shields and 170 Armor and is 4% slower than the Gallante scout
A Gallante scout with 70 shields and 240 armor runs at a speed of 7.32 m/s (one enhanced armor plate). A Amarr scout with 60 shields and 170 armor runs at a speed of 7.35 m/s.
The gallante scout has 80 more total HP over the Amarr scout while running at almost the same speed.
According to the speed penalty, the Amarr scout should have at least 70 shields and 240 armor OR 60 shields and 250 armor. >Minmatar logistics has total 240 eHP. >Amarr has 300... So you want a scout to have more in 1 tank than the medium frame minmatar logistics has total? And more total eHP than the medium frame Amarr logistics? While still being faster than them? Yeah...until logistics gets buffed to at least basic medium frame level (60 extra eHP and more speed) imma say no.
Do logistics suits have more slots than Scouts? If I recall you do have 2 more slots (H/L) to increase your tanks. You also have 2 more slots than a scout at proto.
Anyway, this isn't about balancing between roles, it's balancing between one role (Scout role).
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Sir Dukey
Murphys-Law General Tso's Alliance
1446
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Posted - 2015.01.02 07:39:00 -
[8] - Quote
Atiim wrote:Sir Dukey wrote:Atiim wrote:Amarr Scout: 60/170 (235 eHP) Gallente Scout: 70/130 (200 eHP)
So, it gains an extra 17.5% eHP at the cost of only 4% speed? You're right, that is imbalanced. I say we reduce the Amarr Scout's Armor to 135, that way it only gains an extra 4% eHP for its 4% speed loss. That is a stupid way of balancing. That would mean you lose close to 100% of your speed and run at a standstill if you put on one complex plate. Please comeback with a valid argument. The logic is perfectly valid, you claimed that there was a problem with Amarr Scout's HP because it's speed loss was not proportional to it's HP gain. To solve that problem, the Amarr Scout would need an HP nerf. Your analogy would be correct, but Complex Plates aren't Base HP and as such are balanced differently.
Speed cannot be directly proportional to HP. I don't know what you are going on about. Also, if it was proportional to base HP the way you intend it , that would be a great reason to quit the game. You can't go off base statistics, you have to use Module Statistics.
I'm talking about how an Enhanced Armor plate gives 110 armor for 4% penalty. So where is that other 70 armor go? I still got the speed penalty.
The way HP values should be balanced through are current modules not base statistics the way you are trying to propose. There is no base for HP values for a suit.
Anyway, your logic is no where near valid.
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