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Posted - 2015.07.10 15:17:00 -
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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.
Hmmm. I run 95% Amarr scout - went from Gallente scout to Amarr just as the scanning changes hit and indirectly nerfed it - and I've previously been opposed to replacing the precision bonus with a biotics bonus. Your post has made me willing to reconsider, pending tests.
I do rely a lot on maximizing my situational awareness - HP builds bore me - and passive scanning is obviously part of this. So I always run two complex precision enhancers. However, a lot of it is visual scanning of my surroundings, listening for audio cues and qualified guessing as to where enemies will move, too. Maybe that's enough, given the poor range of my scans? I'll try running damage mods and/or myofibs in the high slots and see how I do. If that works, I'd be all for a biotics bonus instead of the precision bonus.
If it doesn't, I think the best way to increase the usefulness of the existing bonus would be to increase the Amarr scout's base scan range by just a few meters. Buffing range amps across the board has the potential for throwing more stuff out of whack. |
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Posted - 2015.07.10 20:28:00 -
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Oswald Rehnquist wrote:I've been playing with creative ideas for a while as it pertains to scout racials, still not ready to show all of them yet. And one of the things that I love about the Eve universe is how Force Recons work in Eve, so I was designing them around that, which is more role centric. Without any major overalls, we can make any suit interact with another suit's stat, thus it seems possible to create a debuffer role for scouts.
One example the Amarr scout (or any scout) could have is an AoE Bandwidth Reducer as part of their scanning mechanics (in addition to other things if need be), which could make then extremely effective at removing equipment by overloading enemy Bandwith by playing near hostile units and destroying their equipment if their precision beats out their profile.
The ideas might not be good, but there are ways to differentiate things and add more role utility if need be and I'd rather see more unique traits rather than 3 competing for the exact same thing.
Now THAT, I would like :-) |