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xAckie
Ghost. Mob
472
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Posted - 2015.01.10 18:45:00 -
[1] - Quote
Overall Ewar still doesnt make sense to me. There is no interplay between the suits.
And the bonus' to the suits that specialise in this - scouts - still dont seem to be configured properly.
why can the gal and cal scout double damp and not have to triple damp past the Amarr scout?
The amarr scout is supposed to have the precision bonus. It should be forcing the scouts into dampening.
If people think it shouldn't take gal / cal 3 (hough I think it should and cal definitely should - its bonus is range) I would expect they should show up in the short/ medium interplay. But according to proto fits they dont.
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xAckie
Ghost. Mob
472
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Posted - 2015.01.10 21:13:00 -
[2] - Quote
One Eyed King wrote:Sigh.
1) The Gal have a dampening bonus because that is their role, and has been for a very long time.
2) The Cal have a bonus to dampening because they have fewer Low Slots to dampen with. If you required Cal Scouts to have 3 Damps like Min/Amarr to beat Amarr max passive scans, then they couldn't do it because even on proto tier suits, they only have 2 Low Slots.
3) The Amarr gained precision because at the time Amarr did not have any role whatsoever. Cal had both Range and Precision when it came out, which was a double whammy, and causing problems. So Cal got to keep the Range skill (has 4 High Slots at Proto, which it can use for Precision Mods if it wants to get lots of Precision), and the Precision bonus was given to Amarr to give it a role.
4) None of this matters now because of the new EWAR mechanics.
sigh
I have been here since replication. I know the history
this doesnt mean anything. All you are showing is that the numbers and set up are all wrong
If scouts are to have different roles then yes, a cal scout shouldnt be able to out damp an amarr scout
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xAckie
Ghost. Mob
472
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Posted - 2015.01.10 22:10:00 -
[3] - Quote
One Eyed King wrote:
I think dedicating all Low Slots is enough sacrifice for a Cal Scout.
then amarr has no role.
And as to numbers needing to be rejigged (across all suits): if a cal scout sacrifices its 4 high slots (tank) for precision it should be able to scan a 2 damped cal socut.
th epoint is none of the numbers are not working to any satisfaction |
xAckie
Ghost. Mob
472
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Posted - 2015.01.10 23:17:00 -
[4] - Quote
One Eyed King wrote:
I do not like the idea of an Amarr Range and Precision tanking,
amarr medium range is 22m meters. We arent talking about a cal at 52m
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xAckie
Ghost. Mob
472
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Posted - 2015.01.10 23:18:00 -
[5] - Quote
Zindorak wrote:no thanks ull keep my 2 damp invisibility
cool - so will i
point is ewar for all heavy / medium/ light suits dont work. all numbers need to be compressed and reworked |
xAckie
Ghost. Mob
472
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Posted - 2015.01.11 13:21:00 -
[6] - Quote
One Eyed King wrote:xAckie wrote:One Eyed King wrote:
I do not like the idea of an Amarr Range and Precision tanking,
amarr medium range is 22m meters. We arent talking about a cal at 52m Because we aren't talking unbeatable scans. You are talking scans that scouts can't beat at medium ranges, with shared passive scans.
yes. I get the problem with sqd scans.
Amarr can have its medium range reduced etc.
but numbers need to be reworked.
2 damps on a Gal scout beats the precision specialist defeats the point of specialisation.
my point about the cal scout with 4 precision unable to scan a 2 damped cal still stands
I would like to see numbers across all suits compressed so there is a bigger interplay / inteweave between the suits.
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