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Posted - 2015.07.10 12:58:00 -
[1] - Quote
Aeon Amadi wrote: Thoughts?
Every point in your assessment is on point. You nailed it.
The only things I'd add are (1) that if you want to duck scans yourself to increase your odds of survival, you'll have to run damps in 2 of your 4 low slots; and (2) assuming you're fit for maximum effect at recon, there aren't many viable options available to you for earning kills or warpoints in a competitive environment.
Believe it or not, your post reads exactly like something Appia might have posted in the EWAR discussion last December. Assuming she were in a good mood :-) As for what to do now, I'm not sure anymore. I suspect we'll need to wait-and-see just how hard these units are hit by 8x and 16x shared passives in PC.
I suspect the optimal solution to the AM Scout problem will involve either recasting it as something wholly removed from recon (i.e. biotic scout) or tweaking Falloff to permit a return of Range Extenders. If he could see further, he'd be better equipped to avoid threats; though that still wouldn't solve the problem of this unit's risk/reward being out of proportion.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Posted - 2015.07.10 13:30:00 -
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Aeon Amadi wrote:Adipem Nothi wrote:Aeon Amadi wrote: Thoughts?
Every point in your assessment is on point. You nailed it. The only things I'd add are (1) that if you want to duck scans yourself to increase your odds of survival, you'll have to run damps in 2 of your 4 low slots; and (2) assuming you're fit for maximum effect at recon, there aren't many viable options available to you for earning kills or warpoints in a competitive environment. Believe it or not, this reads exactly like something Appia might have posted in the EWAR discussion last December. Assuming she were in a good mood :-) As for what to do, I'm not sure anymore. I suspect we'll need to wait-and-see just how hard these units are hit by 8x and 16x shared passives in PC. I suspect the optimal solution to the AM Scout problem will involve either recasting it as something wholly removed from recon (i.e. biotic scout) or tweaking Falloff to permit a return of Range Extenders. Yanno, honest to god, if we could hack equipment I could see the Amarr Scout as a force to be reconed with for flipping less obvious drop uplink placements. Might even be a really competitive role in PC to have an Amarr Scout running the perimeter of an outpost and just destroying/flipping drop uplinks, what with it's increased precision and range. Love it! Progress!
Now we have a ~300HP AM Scout running around behind enemy lines with 2 Precision Enhancers, 2 Damps and 2 Range Extenders. Like a surfacing submarine, our saboteur pops in and out of cloak from time to time to scan his surroundings for hostiles and hostile EQ. If everything's clear, he reactivates cloak proceeds to hack enemy EQ for +X WP per flip; this unit's operational risk/reward are now in better balance. As Hacked EQ consumes bandwidth at 50% face value, the AM Scout's increased supply of bandwidth sets him apart from other Scouts in this capacity.
Potential problem: CalScout Role Bleed
With HF Charlie, the role of Recon Scout was split between two races. The AM Scout role become high-intensity / low-range recon. The CA Scout role become low-intensity / long-range recon. Falloff mixed everything up, but these designs remain in place. If the AM Scout's bonus were changed to high-intensity / high-range, he would directly overlap CalScout's low-intensity / long-range recon. This is a potential problem. The CalScout's ranged scans fit his weaponry, lore and even APEX design.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Posted - 2015.07.10 14:36:00 -
[3] - Quote
Aeon Amadi wrote:Adipem Nothi wrote:Aeon Amadi wrote:Adipem Nothi wrote:Aeon Amadi wrote: Thoughts?
Every point in your assessment is on point. You nailed it. The only things I'd add are (1) that if you want to duck scans yourself to increase your odds of survival, you'll have to run damps in 2 of your 4 low slots; and (2) assuming you're fit for maximum effect at recon, there aren't many viable options available to you for earning kills or warpoints in a competitive environment. Believe it or not, this reads exactly like something Appia might have posted in the EWAR discussion last December. Assuming she were in a good mood :-) As for what to do, I'm not sure anymore. I suspect we'll need to wait-and-see just how hard these units are hit by 8x and 16x shared passives in PC. I suspect the optimal solution to the AM Scout problem will involve either recasting it as something wholly removed from recon (i.e. biotic scout) or tweaking Falloff to permit a return of Range Extenders. Yanno, honest to god, if we could hack equipment I could see the Amarr Scout as a force to be reconed with for flipping less obvious drop uplink placements. Might even be a really competitive role in PC to have an Amarr Scout running the perimeter of an outpost and just destroying/flipping drop uplinks, what with it's increased precision and range. Love it! Progress! Now we have a ~300HP AM Scout running around behind enemy lines with 2 Precision Enhancers, 2 Damps and 2 Range Extenders. Like a surfacing submarine, our saboteur pops in and out of cloak from time to time to scan his surroundings for hostiles and hostile EQ. If everything's clear, he reactivates cloak proceeds to hack enemy EQ for +X WP per flip; this unit's operational risk/reward are now in better balance. As Hacked EQ consumes bandwidth at 50% face value, the AM Scout's increased supply of bandwidth sets him apart from other Scouts in this capacity. Potential problem: CalScout Role Bleed With HF Charlie, the role of Recon Scout was split between two races. The AM Scout role become high-intensity / low-range recon. The CA Scout role become low-intensity / long-range recon. Falloff mixed everything up, but these designs remain in place. If the AM Scout's bonus were changed to high-intensity / high-range, he would directly overlap CalScout's low-intensity / long-range recon. This is a potential problem. The CalScout's ranged scans fit his weaponry, lore and even APEX design. Honestly, I could see the Amarr Scout as more of a Squad Support role as far as Scouts go. Just dunno how to do it without it bleeding over into the Cal Scout's role. The Cal Scout could just as easily take on the equipment hacker, given it's scan range, whereas the Amarr Scout could be more combative. A sort of fast skirmisher, if anything. S'what I use it for right now, albeit it is pretty difficult to actually -FEEL- like I matter to the squad and the lack of WP accrual from anything I'm doing reflects that. Dunno. Will think about it more while I'm on break.
The EQ flipper would be an awesome role, but I imagine it would also be alot of work to implement. Here's what I'm thinking instead:
Google Doc
Thoughts?
Shoot scout with yes. - Ripley Riley (for CPM2)
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Posted - 2015.07.10 15:39:00 -
[4] - Quote
Ossirian Unscarred wrote:*Skip to the last paragraph to see where I agree with Aeon.
I think people are looking at this the wrong way.
In the past the Cal scout had dual range and precision bonuses, back when passive scanning was more powerful. They would sit there with a squad and provide an almost impenetrable defence for squadmates against scouts.
This was poor game design, for two major reasons.
1. It rendered all stealth gameplay redundant, unless you had a massively dampened Gal scout. Scout's main purpose is stealth. So in competitive environments only Cal and Gal scouts existed.
2. The Cal scout gameplay was very uninteresting. They were essentially reduced to a walking radar. Sticking close to the squad with poor stats other than shared scanning. There was little opportunity to actually act in the battle, or make use of the scout's main attributes of speed and stealth.
Instead of a walking radar, the Amarr scout is better used like any other scout. By which I mean running behind enemy lines, taking out lone targets, dropping links, hacking, distracting, flanking etc.
The stamina bonus is useful for this. The Amarr scout has always had the stamina bonus, it wasn't tacked on following scanning nerfs or anything like that. Stamina has always been the defining feature.
The precision bonus is not useless. There are two ways to use it.
1. No precision mods. Here the Amarr scout has a distinct advantage over other scouts. An Amarr scout with no mods will scan assaults at 30m, unlike any other scout. In built up CQC environments, where passives scanning has a purpose, 30 m is a good distance. Other scouts need to be within 15m, half the range.
2. With two precision you get 18db at 15m. With most scouts focused on hiding from 21db Gal logi scans, this is a decent number. Whilst 15m isn't far, it can still hold a purpose. Standing with a squad trying to counter scouts will be difficult with this range. But if you actually go out and perform the normal scout role, you may well find you have an advantage over other scouts. In scout v scout CQC environments, being able to detect a scout around a corner before they detect you is a great advantage. The ttk on a scout is so low, this short prior warning is often all you need to come out on top.
I don't think the video is a very good example. It was right out in the open, where passive scans aren't terribly useful. He won the engagement. He did spot the guy on radar. The scout wasn't initially attacking him, they just bumped into each other. You can tell this from the fact he was cloaked. The scout may have avoided the 18db middle ring, but unless he was massively damped, this may be due to the cloak. If he was attacking Aeon, or in a more built up area he wouldn't have been cloaked and Aeon probably would have picked him up further out. In the open where the enemy scout is running full speed from A to B he will cross your scan range too quickly for it to be useful. In other situations he won't be running directly towards the Amarr scout, giving more time to react.
The key thing is, it's a scout hunter, not a scout defender. You should be out sneaking around, being ready to pounce on unsuspecting scouts. Not waiting for them to approach you.
Passive scans were nerfed as they were considered OP. People also didn't like that you counter scouts with more scouts. Also, using scanning to counter scouts anyway, is wrong if it's too easy. At the moment scouts tend not to get scanned, and they aren't overpowered. A reliable scout scanning counter is a bad idea.
I do agree with Aeon that the Amarr scout's bonuses aren't as useful as the other scouts'. With all the issues in the past about passive scans, I don't think this is the area to buff. Perhaps we should look at the original idea of Amarr scouts. When they were introduced they just had bonuses to stamina and stamina regen. This was obviously worse than the other scout bonuses, but was the identity. I have heard people suggesting making the Amarr bonus a bonus to biotics in general. So myos, cardiacs and kincats. Biotics are modules that scouts often use (mainly kincats). I think this would be very popular, particularly with the recent popularity of biotics on other suits. It is also in line with the original Amarr scout design principle.
I don't know you, but I love you :-) A perfect recap. +1
Shoot scout with yes. - Ripley Riley (for CPM2)
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Posted - 2015.07.11 00:27:00 -
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Kail Mako wrote:I've had proto Amarr scout for months now. Running a tank build an the Amarr scout is a bad idea unless you want an assault type fit. I use exclusively ewar. Since Amarr is already slower it's not worth it to try and speed it up to keep up with other scouts. What the Amarr scout excels at is defense. With triple damps and double precision enhancers I can camp a corner and unless it's a triple dampened scout no matter what comes I have scans of it, and it won't scan me. As for the cloak I only use it to escape a firefight, or cover open ground.
I've also modified the fit a bit to have dual flaylocks for highpoint camping. I went 10/5 the other day when it was 2 vs 11.
Before I spec'd out of AM Scout, I ran a nearly identical fit and compared its performance over several matches against similarly fit CA Scout and GA Scout. Consider the following comparison:
Scout ak.0 PW: Cmp Precision (x2) LS: Cmp Damp (x2), Cmp Ferro (x2) HP: 453 Sprint: 7.72 m/s Profile: 18dB Inner Ring: 6m / 9dB Middle Ring: 15m / 18dB Outer Ring: 30m / 23dB
Scout gk.0 PW: Cmp Precision (x2) LS: Cmp Damp (x1), Cmp Ferro (x3) HP: 498 Sprint: 8.01 m/s Profile: 20dB Inner Ring: 6m / 11dB Middle Ring: 15m / 21dB Outer Ring: 30m / 28dB
Scout ck.0 PW: Cmp Precision (x3) LS: Cmp Damp (x1), Cmp Ferro (x1) HP: 405 Sprint: 8.01 m/s Profile: 20dB Inner Ring: 9m / 11dB Middle Ring: 23m / 21dB Outer Ring: 45m / 27dB
While my test runs were admittedly limited, I found there to be no discernible difference in passive scan performance between AM and GA Scouts. Actually ended up preferring the slightly weaker, longer range passives of CA Scout over both of the others.
Checked the math and concluded that there are in fact a small number of hunter/hunted scenarios instances wherein the AM Scout's precision might offer advantage. I believe, however, that those scenarios occur infrequently and only while within a very narrow range window. Spec'd out of AM Scout and have since run a CA Scout loadout (similar to the one above) when the mission called for passive scans.
If you haven't already, I'd encourage you to try the CA Scout and compare your performance between the two. Or if you feel like dying a little bit inside, try an EWAR-equipped GalLogi.
Shoot scout with yes. - Ripley Riley (for CPM2)
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