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Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.10 12:07:00 -
[31] - Quote
DeadlyAztec11 wrote:The Amarr Scout definitely is a victim of having no role whatsoever.
The Gallente Scout is a stealth specialist. The Caldari Scout is good at stealth and decent at scanning. The Minmatar Scout is the best for hacking and general CQC fighting.
The Amarr Scout was supposed to be the Scout hunter. They were supposed to be able to track down any scout with their large stamina pool, and after their Precision buff they were supposed to be able to track nearly all scouts. As you said, they are a victim of the module layout.
A new skill should be added that increases scan range, on top of their current bonuses.
Soooo, the Range Amplification skill?
Oswald Rehnquist wrote:Post
Ossirian Unscarred wrote:Another post
Thank you for taking the time to explain all of this. A hell of a lot more useful than "Hurrr, FotM chasers / non-scout / blah blah Scouts rule".
I'll give it another go tonight and try to actively hunt other scouts, see how well it plays out, though I think with the range implications and what not it will be somewhat difficult - especially if I have to sacrifice the range amps for profile dampeners to do my job without worrying too much about being seen. The lack of a cloaking device (since it kills my scan range) will also be a consideration but, I think I can get it to work.
Might fit a mass driver? My issue with combat against scouts is a lot of times I have trouble hitting them (like in that video). I think the Mass Driver, given that scouts have such low health to begin with, would be an excellent solution to that, if a little loud and probably going to attract a lot of attention.
My goal was originally to do just that, a Walking Radar. Honestly, as much as I enjoy the Gallente Logi, it is difficult to maintain scans when dealing with the cooldowns and narrow scan angles on top of trying to keep everyone (including myself) alive. The goal was to stay with the pack, relying on them for my survivability, while providing the scans. The increase in squad sizes (eight and sixteen) contributed to that factor as passive scans were more applicable to the greater majority of the team.
We'll see what happens. Thank you, those of you who remained civil and didn't just default to the usual BS rhetoric.
Although I do agree that increasing the benefits of Range Amplifiers would be great, honestly. While my original proposal was to give the Amarr Scout a Range bonus, the bonus to range amplifiers would be better without being too over-powered. Cal Scouts are limited by their low slots, which means they'd have to choose between being a mobile radar or having a low profile. That in mind, here's some numbers:
x2 Complex Range Amplifiers (current) Cal Scout: 59m scan range Amarr Scout: 39m scan range
x2 Complex Range Amplifiers (20% instead of 15%) Cal Scout: 63m scan range Amarr Scout: 42m scan range
So it'd be a 5m net gain, which isn't much, but yanno.
10% of US schools no longer teach Cursive. A decade from now, 10% of the US isn't going to understand all the squiglies.
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Adipem Nothi
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11
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Posted - 2015.07.10 12:58:00 -
[32] - 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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Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.10 13:05:00 -
[33] - Quote
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.
10% of US schools no longer teach Cursive. A decade from now, 10% of the US isn't going to understand all the squiglies.
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Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.10 13:30:00 -
[34] - Quote
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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Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.10 13:40:00 -
[35] - Quote
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.
10% of US schools no longer teach Cursive. A decade from now, 10% of the US isn't going to understand all the squiglies.
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All Gucci
T.H.I.R.D R.O.C.K
296
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Posted - 2015.07.10 13:56:00 -
[36] - Quote
Ossirian Unscarred wrote:*
1. 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.
2. 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.
3. 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.
4. 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.
5. At the moment scouts tend not to get scanned,
.
I dissagree with everything you have said... I can tell that you don't run amarr scout by how uninformed you are.
1. except all the other scouts are better suited for all that.....
2. stamina was supposed to be one of its defining feature but the min scout step on its toes with its regen. we all know stamina doesn't equate to nothing when your enemy can close the distance faster than you can run a marathon....
3. gal scout will do the same exact thing at 30m and a cal scout with its increase range will scan an assault at 23m . both have a damp bonus that makes the amarr scout with no precision obsolete until they are 6m away from the amarr scout and by then they have picked you up on passives also.
4. 15m is shotgun range.... single damp gal/cal scout has to be withing 15m of you in order to show up on your passives. so sacrificing two highslots in order to see a scout that only has to use 1 low slot to get into shotgun range doesn't seem screwed up to you? now if the gal or cal scout is double damped your precision bonus and your two complex precision mods are now obsolete..........
5. then you have never run an amarr scout with the intent of only using precision.... in order to get under a gal logi 21 db scan the amarr scout would have to sacrifice two lows. decreasing its odds of survival significantly. with only two low slots you now have the option of having low health and decent speed or high health and laughable speed.....
so in order for this scout to be able to do its intended role is has to sacrifice 4 slots? if you don't think that is screwed up then you are obviously..... an idiot.
Director / Slayer / Emperor
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Posted - 2015.07.10 14:36:00 -
[37] - 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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Protected Void
Nos Nothi
424
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Posted - 2015.07.10 15:17:00 -
[38] - 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.
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 15:39:00 -
[39] - 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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Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.10 16:39:00 -
[40] - Quote
Adipem Nothi wrote: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, and I think it'd be doable: Google DocInstead of a second racial bonus, increase AM Scout bandwidth (credit: Ripley Riley). The AM Scout would become the premier Uplink Runner and would be extremely useful in PC. Fit for combat, Biotic+Armor builds would be as viable as any other combat-oriented Scout. Fit for fun, straight biotic builds would be an absolute blast to run in pubs. Of all the AM Scouts in Dust's history, Lightning xVx and Djinn Marauder were the most infamous and effective. Their playstyles/loadouts were polar opposites; one ran heavy biotics and light tank, the other ran heavy tank and light biotics. Different as they were deadly, I believe that both support this proposal. What do you think?
I dunno, it seems so contradictory to the Amarr to run biotics. That's more of a Minmatar sort of deal - quick in and outs, skirmishing, guerilla tactics. Biotics are an interesting touch, don't get me wrong, but it seems so foreign on the slowest scout suit in the line-up. An armor tanking one at that.
That and we already technically have a drop uplink role, the Amarr Logi, which I thought about just proposing to switch the Amarr Logi and Amarr Scout bonuses (drop uplinks and scan precision respectively) since the Scout is better suited for drop uplinks and the Logi is more durable, making better use of the scans, but this would devalue the design mechanics of Scouts = EWAR and Logi = Equipment (thank KAGEHOSHI for that).
So, all in all, I personally need to think about it some more. Maybe I'll have an epiphany or something but right now, I really dunno.
10% of US schools no longer teach Cursive. A decade from now, 10% of the US isn't going to understand all the squiglies.
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Radiant Pancake3
Destinys Immortals Rise Of Legion.
358
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Posted - 2015.07.10 16:44:00 -
[41] - Quote
Aeon Amadi wrote:Adipem Nothi wrote: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, and I think it'd be doable: Google DocInstead of a second racial bonus, increase AM Scout bandwidth (credit: Ripley Riley). The AM Scout would become the premier Uplink Runner and would be extremely useful in PC. Fit for combat, Biotic+Armor builds would be as viable as any other combat-oriented Scout. Fit for fun, straight biotic builds would be an absolute blast to run in pubs. Of all the AM Scouts in Dust's history, Lightning xVx and Djinn Marauder were the most infamous and effective. Their playstyles/loadouts were polar opposites; one ran heavy biotics and light tank, the other ran heavy tank and light biotics. Different as they were deadly, I believe that both support this proposal. What do you think? I dunno, it seems so contradictory to the Amarr to run biotics. That's more of a Minmatar sort of deal - quick in and outs, skirmishing, guerilla tactics. Biotics are an interesting touch, don't get me wrong, but it seems so foreign on the slowest scout suit in the line-up. An armor tanking one at that. That and we already technically have a drop uplink role, the Amarr Logi, which I thought about just proposing to switch the Amarr Logi and Amarr Scout bonuses (drop uplinks and scan precision respectively) since the Scout is better suited for drop uplinks and the Logi is more durable, making better use of the scans, but this would devalue the design mechanics of Scouts = EWAR and Logi = Equipment (thank KAGEHOSHI for that). So, all in all, I personally need to think about it some more. Maybe I'll have an epiphany or something but right now, I really dunno.
Aeon as much I would love to disagree with your sig. I simply cannot. The next few Generations for american are getting stupider as I type... Luckily I stay away from this generation...
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Oswald Rehnquist
1
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Posted - 2015.07.10 17:01:00 -
[42] - Quote
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.
Below 28 dB
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Templar XIII
Vherokior Combat Logistics
207
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Posted - 2015.07.10 17:12:00 -
[43] - Quote
Dam, I feel your pain with the Amarr Scout and fully share your concerns: have been skilling the Amarr Scout to its maximum, as I did with all Amarr suits, but now only run my Gallant scout, which I have skilled to level 1, fitted with militia modules only (2 shields, reps, damp, two kincats, all MLT, Exile AR) , and it performs better than my all proto Amarr Scouts. Why? Gallente suit is way faster, therefore not as dependent on armor stacking, can therefore flank better and fall back into cover when need arises. Dunno why, but running, jumping, evading does feel so much fluid, the Amarr scout just feels heavy (even with 3 complex kincats fitted it feels slow, despite being the faster runner, due to strafe speed differences between the two I guess, which makes it overall less maneuverable). Right now I hate running it, stacking HP is useless as other Amarr suits do it better. I'd love to see it viable as a scout, can't remember it never ever was, and running Gallente as good as it performs even on all-BPO-fitted levels leaves me feeling a bit dirty every time.
"Purchase Aurum, today!" - The Scriptures, Book XIII 1:22
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maybe deadcatz
the nomercs
327
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Posted - 2015.07.10 19:34:00 -
[44] - Quote
Templar XIII wrote:Dam, I feel your pain with the Amarr Scout and fully share your concerns: Have been skilling the Amarr Scout to its maximum, as I did with all Amarr suits, but now only run my Gallente scout, which I have skilled to level 1, fitted with militia modules only (2 shields, reps, damp, two kincats, all MLT, Exile AR) , and it performs better than my all proto Amarr Scouts.
Why? Gallente suit is way faster, therefore not as dependent on armor stacking, can therefore flank better and fall back into cover when need arises. Dunno why, but running, jumping, evading does feel so much more fluid, the Amarr scout just feels heavy (even with 3 complex kincats fitted it feels slow, despite being the faster runner, due to strafe speed differences between the two I guess, which makes it overall less maneuverable).
Its scan bonus is crippled by the cloak's range diminishing effect, and the suit's natural scan range makes it even more laughable. I have a better chance spotting enemy scouts by the shimmer of their cloaks, and the Gallente suit does not rely on scan precision as much as to convey a false feeling of safety because of it.
Right now I hate running it, stacking HP is useless as other Amarr suits do it better. I'd love to see it viable as a scout, can't remember it ever was, and running Gallente, as good as it performs even on all-BPO-fitted levels leaves me feeling a bit dirty every time.
In summary: fighting upclose, cannot do proper Damp-game w/o losing HP and speed, can't do proper Scan game w/o losing HP (for scan range) and speed, can't do flanking and range kill game w/o proper scan range, therefore losing HP on range fight. In case I want to make use of the suit's intent (scan superiority), while retaining decent HP and damp or speed instead, I have to neglect the suit bonus and use active scanners, which is ridiculous. But it is the only way to make it work.
If at all, take away its scan precision bonus (as it is useless to begin with in light of how passive works in general atm), and give it something to make it a worthy opponent to the minmatar scout, i.e. a range bonus to scrambler pistols or rifles (preferrably pistols, feels more complement to Minnie scout's knifes).
i asked for bonus sidearm reload speed.
scanner? whats that? you can see enemies on the radar? just use your eyes and save a equipment slot for something useful
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Protected Void
Nos Nothi
429
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Posted - 2015.07.10 20:28:00 -
[45] - Quote
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 :-) |
Oswald Rehnquist
1
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Posted - 2015.07.10 21:39:00 -
[46] - Quote
Protected Void wrote:
Now THAT, I would like :-)
Glad you liked it.
When thinking of racials I strictly think about general role function, then as it pertains to specifics and what is actually useful, and does it encroach upon any other suit.
A debuffing role or anti logi steps on no toes since we don't have that in the game, assuming it can supplement itself with wp potential then we can give assaults and commandos some breathing room. It also breaks up the monotony with 3 suits chasing the exact same role.
Within the last month or two I've been meaning to start a thread about my redesigns for the scouts. I might be asking for feedback in the retired scout thread in the locker room in the near future (thus open for anybody interested) for initial feedback before broadening the base criticism in GD (which is also needed).
Below 28 dB
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Kail Mako
Capital Acquisitions LLC
57
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Posted - 2015.07.10 22:11:00 -
[47] - Quote
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.
Who needs gun game when you have kinetic catalyzers?
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Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.11 00:27:00 -
[48] - Quote
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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DozersMouse XIII
Fatal Absolution Negative-Feedback
1
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Posted - 2015.07.11 00:53:00 -
[49] - Quote
I'm not gonna read thru all the post.
I for 1 am in love with my ak.0 scout I stack kincats in the lows run a creodron flux scanner, viziam gauged links 1 comp precision, 1 comp pg upgrade Weapons are pretty versatile after that
The best thing about this fit accompanied with solid state I'm the first one where the team needs to be with 3 links and a scan out
I can usually hack 2 objectives before any encounters
This is probably my favorite suit because if you know like most vets know the first 3 minutes of a match are the most important and the ak.0 scout makes it that much easier o7
addicted to the Kubo's GMK-16 banana cannon
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LUGMOS
Corrosive Synergy No Context
4
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Posted - 2015.07.11 01:39:00 -
[50] - Quote
This is my two cents regarding the Amarr Scout.
It is a very nice suit that gets a formidable bonus to passive scanning. However, i wanted to see what I could do with a Galscout of the same tier and the difference is not much in scanning, maube 2-3 db difference, but many in dampening.
Passive scans in general are pretty meh, doesn't update right half the time, and the rings...
One thing I think wpuld benefit the scout is either a range increase or my personal favorite, a decrease to the amount of db lost per ring.
Say you had a suit where the precision for the rings were as follows (arbitrary numbers for example):
5 10 20
Lets say the bonus was a 4% decrease in precision lost per ring per level, so at level V it would be 20% decrease. The ring valies would look like:
5 9 17
Looks a bit odd, but it makes sense in my head :/
Sniper Rifles are for Nitrogenous Dioxide Borons
I am the Anti-FoTM
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Onesimus Tarsus
is-a-Corporation
3
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Posted - 2015.08.01 20:22:00 -
[51] - Quote
AmScouts should get some sort of spawn-based bonus, as in inherently faster spawn-ins. And they ought to slightly increase the stamina bonus. Add a few (a few) HPs, and we'd really have something.
.emag nug ym tpecxe gnihtyreve sexif gnikamhctam RDK
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maybe deadcatz
the nomercs
402
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Posted - 2015.08.02 05:34:00 -
[52] - Quote
Onesimus Tarsus wrote:AmScouts should get some sort of spawn-based bonus, as in inherently faster spawn-ins. And they ought to slightly increase the stamina bonus. Add a few (a few) HPs, and we'd really have something.
Bonus is fine as is. Get dual complex kincats and double damps. Alond with a set of complex precision boosters just run around cloaked by enemies Youll pick up everything on passive radar since you're scanning at 18db ramg amps wont matter since 18db passive scanner that cloaks and fights back and can outrun anything at 9.64m/s with 25% stamina bonus.
Need a speedy bro scout? Mail me,comes with shotgun and 20 pound bag of catnip for teh clonocide.(teh fak,cannot spell)
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.08.02 07:21:00 -
[53] - Quote
KAGEHOSHI Horned Wolf wrote:I would support precision/range dual bonus.
Ah yes, cause that was *never* a problem on cal scouts.
Oh wait, 1.7 disagrees.
Yes we have scan circles now, but precision & range are still overpowering.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.08.02 12:16:00 -
[54] - Quote
Mina Longstrike wrote:KAGEHOSHI Horned Wolf wrote:I would support precision/range dual bonus. Ah yes, cause that was *never* a problem on cal scouts. Oh wait, 1.7 disagrees. Yes we have scan circles now, but precision & range are still overpowering. Aeon is presenting his numbers without the semi-intended fitting of 2 complex precision amps, which put it at 23.2db from 15-30m, 17.85 from 6 to 15m, and ~9 db from 0-6. The amarr scout was never intended to have insane passive scan range alongside precision - that HAS been the cause of massive balance issue that we've seen before for a whole year in 1.7-1.8. Yes I'm being a little bit kneejerky, but this is pretty upsetting to the whole balance of scouts.
You can fit two precision enhancers on a Cal Scout and get better precision than the Amarr Scout's base precision. You'd have to fit four complex range amplifiers on an Amarr Scout and still not even match the Cal Scout's base range. I'd say that that argument should still be reserved for the Cal Scout rather than the Amarr Scout.
The Amarr Scout was never intended to have insane passive scan range alongside precision - arguable - but to even match the Cal Scout on basic capability you'd have to use all four of your low slots to do so. Which means that you'd have absolutely no tank at all, as opposed to simply adding two precision enhancers on the Cal Scout and reaping the benefits of both exceptional range and good/great precision.
The sacrifices to make the precision work on the Amarr Scout shouldn't be so extreme. You can get a 44 meter long-range passive scan on the Amarr Scout, maximum, and that's only having absolutely nothing contributing to survivability (can't fit profile dampeners due to range amplifiers eating low slots and shield extenders would be too expensive on the fit and fundamentally worthless with such low base shields).
Cal Scout is still better in this case because he already has the excellent range and can actually match the Amarr Scout for precision with slots left over. But this isn't even touching on the issue of passive scans as a whole. The short range means that anything you're going to pick up on those scans is probably either already shooting at you or within your visual range already. Whereas the actual value it has would be in strong precision to pick up scouts, who's low precision means that the Amarr Scout is probably only going to pick them up at medium to short range, which it's range is far too short for given scouts' high mobility that allows them to dip in and go for the kill.
The mathematics on it just don't add up. Assuming just base stats the Amarr Scout won't be able to pick up another Scout - even if they're not using profile dampeners (and forget about the Gallente Scout which has profile dampening built in) - until they get within normal scan range.... which is 15m. Considering most scouts have a base sprint speed of 7.5m/s (at least) you're thinking -maybe- two seconds of reaction time, not including your own reaction time and the fact that you'd be well within Shotgunning distance anyway.
So, what is the Amarr Scout supposed to do? He has the precision to hunt down other scouts but the scan range is so miniscule that it renders it moot. He can't fit range amplifiers without sacrificing his low slots (survivability) and even still you'd get much better performance out of a Cal Scout anyway. Do you have a suggestion on how to handle up on this?
Aeon Amadi for CPM 2
Design A SKIN 2
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Feedeesex
Edimmu Warfighters Gallente Federation
97
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Posted - 2015.08.02 12:17:00 -
[55] - Quote
Aeon Amadi wrote:So, I'm not as well versed in Amarr Scouts as I'd like to be but I've noticed a few glaring issues.
Passive precision bonus is awesome but.... Without an additional bump up to range it pretty much under-utilizes the bonus. Here's the layout, for those who don't know:
Long-Range Scans: 30m / 35.1 Precision Medium-Range Scans: 15m / 27 Precision Short-Range Scans: 6m / 13.5 Precision
So in order to get the most out of that precision you sort of have to run Range Amplifiers, which are low slot modules. This forces you to take away from your potential survivability (armor modules) and profile (profile dampeners). So, either way you're taking away from your potential to live through skirmishes and confrontations. Which wouldn't be bad if it weren't for a few other factors.
One of which is that Cloak Fields reduce your scan range pretty severely - that limits your ability to reduce physical visibility, primarily your only fallback in the eventuality that the enemy is fielding Gallente Logis with Active Scanners. But even still, if you're scanned, you have a chevron on your head, so that point is moot.
The other is that your scan range is significantly shorter than that of an Active Scanner, even being 360 degrees, and the value of that lessened by the lack of WP accrual. You have to gain WP by other means.
Now, make no mistake, I started running Amarr Scout because of the additional squads brought in with Warlords 1.2 (as well as a perpetual fear that Gal Logis are going to be nerfed into oblivion), but I've noticed that it is -very hard- to find a proper place for this thing on the battlefield. In order to get the most out of your bonus and support your team you have to basically be -ON THE FRONTLINE-. This is difficult and hard to do because of the Scouts' natural low survivability accompanied by the fact that Range Amplifiers and Armor Plates take away from your potential to reduce your Profile low enough to be practical.
Honestly, considering that both the Caldari Scout and the Gallente Scout get dual EWAR bonuses (Range/Profile and Precision/Profile, respectively) I think the Amarr Scout could get a major benefit from a dual bonuses of Precision/Range while also completing sort of a 'Scout Triangle' in a way.
Thoughts?
I have the solution for your problem.
Scout Caldari.
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Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.08.02 12:32:00 -
[56] - Quote
Feedeesex wrote:
I have the solution for your problem.
Scout Caldari.
See above post.
Aeon Amadi for CPM 2
Design A SKIN 2
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Kierkegaard Soren
Eridani Light Horse Battalion
889
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Posted - 2015.08.02 13:29:00 -
[57] - Quote
2 kincats 2 codebreakers Precision enhancers Needle Uplinks PLC bolt pistol
It runs, it hacks, it scares away tanks and blaps fast-hack LLAVs Tremendous fun.
Dedicated Commando.
"He who can destroy a thing, controls a thing."
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Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.08.02 13:43:00 -
[58] - Quote
Kierkegaard Soren wrote:2 kincats 2 codebreakers Precision enhancers Needle Uplinks PLC bolt pistol
It runs, it hacks, it scares away tanks and blaps fast-hack LLAVs Tremendous fun.
LLAVs, huh...
Aeon Amadi for CPM 2
Design A SKIN 2
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