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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
10
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Posted - 2015.08.28 18:50:00 -
[1] - Quote
This is a simple question.
Rather than shoehorning the Amscout into the recon role and assassination role (which is better handled by the other scouts) would it be better suited as a "Light Assault" intended for Fast Attack and Counter-Reconnaisance work?
Not trolling, and not judging.
Put your two cents here.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.08.28 18:51:00 -
[2] - Quote
Breakin Stuff wrote:This is a simple question.
Rather than shoehorning the Amscout into the recon role and assassination role (which is better handled by the other scouts) would it be better suited as a "Light Assault" intended for Fast Attack and Counter-Reconnaisance work?
Not trolling, and not judging.
Put your two cents here. Very interested in seeing the feedback this thread gets.
CPM mail me your feedback and remember to have fun!
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Iron Wolf Saber
Den of Swords
19
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Posted - 2015.08.28 19:26:00 -
[3] - Quote
I don't want to visit problems caused by the Amarr logistics for a class >< as a slot issue. Rather that the toolbox be shaped for the various tools in the field already.
Former CPM 0, CPM 1
Omni-Soldier, Forum Warrior
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Maximus Mobius
1
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Posted - 2015.08.28 19:27:00 -
[4] - Quote
This looks like a CPM thing...
All hail our lord and videogame saviour Godd Howard
Bernie Sanders for president 2016
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Spytenn Mallus
Kinsho Swords Caldari State
54
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Posted - 2015.08.28 19:33:00 -
[5] - Quote
It was bandied about elsewhere that the AmScout should get a general buff to all biotics to complement its passive scans and render it a scout hunter, but I'd like to see its passive scan (unshared) to have better range.
I'm probably asking too much.
In 4 days: Old Testament.
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Kierkegaard Soren
Eridani Light Horse Battalion
915
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Posted - 2015.08.28 19:34:00 -
[6] - Quote
I like the idea of them being a fast assault unit that can move around the battlefield quickly, shoring up the Amarrian front line at the points where it's beginning to buckle, and when they have the upper hand they can act as a potent harrassing force, hitting flanks and rears to break up the enemy's lines even further.
From a practical stand point, then, we should be looking at bonuses that increase the effacacy of fitted biotics and reduce the fitting costs of damage/weapon mods. They should be durable, tireless and hard-hitting, relatively quick too; perhaps a bonus to the HP gain ferro plates to help promote a combat scout that can actually survive on the front lines? I think that would be a really solid improvement to the suit.
Dedicated Commando.
"He who can destroy a thing, controls a thing."
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Spytenn Mallus
Kinsho Swords Caldari State
54
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Posted - 2015.08.28 19:35:00 -
[7] - Quote
Iron Wolf Saber wrote:I don't want to visit problems caused by the Amarr logistics for a class >< as a slot issue. Rather that the toolbox be shaped for the various tools in the field already. Did anyone other than me hear that one sail far overhead?
In 4 days: Old Testament.
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Adipem Nothi
Nos Nothi
13
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Posted - 2015.08.28 19:50:00 -
[8] - Quote
My two cents:
Change the AM Scout bonus to a flat efficacy bonus to biotics. The Triathlete Scout. The Biotic Man.
CPM Sgt Kirk - On Community
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Arkena Wyrnspire
Negative-Feedback. Negative-Feedback
26
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Posted - 2015.08.28 19:55:00 -
[9] - Quote
Adipem Nothi wrote:My two cents:
Change the AM Scout bonus to a flat efficacy bonus to biotics. The Triathlete Scout. The Biotic Man.
Seconding this one.
EWAR needs a lot of work as it is and the passive scanning role is already occupied by both Gal and Cal scouts.
http://www.protofits.com/fittings/shared/230/771 Truly, let the Amscout be the bench press scout.
Arkena Wyrnspire aka "British Khorne" - Cross Atu
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Iron Wolf Saber
Den of Swords
19
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Posted - 2015.08.28 19:57:00 -
[10] - Quote
Spytenn Mallus wrote:Iron Wolf Saber wrote:I don't want to visit problems caused by the Amarr logistics for a class >< as a slot issue. Rather that the toolbox be shaped for the various tools in the field already. Did anyone other than me hear that one sail far overhead?
More like I am cautioning to not repeat stupid undo-able mistakes again. You shove an idea into peoples heads in manner that makes it impossible to dislodge and you wind up with a half ass class for all eternity; again...
See Fig 1-1
Assault Dropship
See Fig 1-2
Amarr Logistics
Former CPM 0, CPM 1
Omni-Soldier, Forum Warrior
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.08.28 20:09:00 -
[11] - Quote
Can it not do either, depending on how you fit it? There is more than one way to fit a scout suit.
Amarr counter recon light assault
Amarr assassin
The main thing the Amarr scout does better than other scouts is it's passive scan precision. It has the ability to scan at greater precision at medium range than a Gallente logi with an active scanner (non-focussed). It will pick up most scouts further out than any other passive scan, making it a deadly opponent for enemy scouts.
With the exception of a speed hack Min scout, scouts in general are played in roughly the same ways. The various bonuses give them advantages in different areas, but essentially they are all scouts. The Amarr scout is no different. It's precision bonus will just give it an advantage in passive scanning, and a capability to scan scouts beyond what other suits can do. All scouts can be fit as a light assault.
Reasons it is considered underpowered compared to other scouts:
Scan range amps were nerfed hard when the scan falloff was introduced. This was to prevent suits from buffing their hyper precise inner scan rings out too far and turning themselves into walking super radars for their squad.
Unfortunately, this nerf hit Amarr scouts hard, as they were left with little way to buff their diminished medium range scans. This combined with inner scan rings allowing mediums to scan even heavily damped scouts, the massive buff to logi scan range, and the existence of the very powerful Gal logi focussed scans, all diminished the value of the Amarr scout.
The other bonus the Amarr scout has is to stamina. Originally this was the only bonus the suit had. This is not considered terribly good, as the suit already has reasonably good stamina.
Suggestions to improve the situation:
Buff range extenders to 10/15/20%. This moderate buff would improve the Amarr scout's scanning without allowing logi's to become OP at it. If logis remain a concern, perhaps nerf the logi scan range down to be equal with scouts and assaults.
Perhaps swap the stamina bonus for a bonus to biotic modules. This will allow the suit to excel in a variety of ways such as running, jumping and melee. Module bonuses have the advantage of requiring the user to actually equip the right module, rather than just stacking a load of hp.
Maybe look at active scanning. Some proposals have put been forward, such as beam scanning, snapshot scanning, swapping the Gal logi bonus to cooldown rather than precision. I suggest nerfing the focussed scanner range to 50m would be an idea. The impetus for this would be to improve the EWAR situation for medium (and possibly heavy) suits, who currently find it very difficult to avoid Gal logi active scans. The knock-on effect would be that passive scanning would have more of a role.
I suggest trying just the buffs first (20% range amps), and seeing how it goes. |
Iron Wolf Saber
Den of Swords
19
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Posted - 2015.08.28 20:12:00 -
[12] - Quote
Varoth Drac wrote:Can it not do either, depending on how you fit it? There is more than one way to fit a scout suit. Amarr counter recon light assaultAmarr assassinThe main thing the Amarr scout does better than other scouts is it's passive scan precision. It has the ability to scan at greater precision at medium range than a Gallente logi with an active scanner (non-focussed). It will pick up most scouts further out than any other passive scan, making it a deadly opponent for enemy scouts. With the exception of a speed hack Min scout, scouts in general are played in roughly the same ways. The various bonuses give them advantages in different areas, but essentially they are all scouts. The Amarr scout is no different. It's precision bonus will just give it an advantage in passive scanning, and a capability to scan scouts beyond what other suits can do. All scouts can be fit as a light assault. Reasons it is considered underpowered compared to other scouts: Scan range amps were nerfed hard when the scan falloff was introduced. This was to prevent suits from buffing their hyper precise inner scan rings out too far and turning themselves into walking super radars for their squad. Unfortunately, this nerf hit Amarr scouts hard, as they were left with little way to buff their diminished medium range scans. This combined with inner scan rings allowing mediums to scan even heavily damped scouts, the massive buff to logi scan range, and the existence of the very powerful Gal logi focussed scans, all diminished the value of the Amarr scout. The other bonus the Amarr scout has is to stamina. Originally this was the only bonus the suit had. This is not considered terribly good, as the suit already has reasonably good stamina. Suggestions to improve the situation: Buff range extenders to 10/15/20%. This moderate buff would improve the Amarr scout's scanning without allowing logi's to become OP at it. If logis remain a concern, perhaps nerf the logi scan range down to be equal with scouts and assaults. Perhaps swap the stamina bonus for a bonus to biotic modules. This will allow the suit to excel in a variety of ways such as running, jumping and melee. Module bonuses have the advantage of requiring the user to actually equip the right module, rather than just stacking a load of hp. Maybe look at active scanning. Some proposals have put forward, such as beam scanning, snapshot scanning, swapping the Gal logi bonus to cooldown rather than precision. I suggest nerfing the focussed scanner range to 50m would be an idea. The impetus for this would be to improve the EWAR situation for medium (and possibly heavy) suits, who currently find it very difficult to avoid Gal logi active scans. The knock-on effect would be that passive scanning would have more of a role. I suggest trying just the buffs first (20% range amps), and seeing how it goes.
I love you.
Former CPM 0, CPM 1
Omni-Soldier, Forum Warrior
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Thaddeus Reynolds
Facepunch Security
397
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Posted - 2015.08.28 20:15:00 -
[13] - Quote
Varoth Drac wrote:Can it not do either, depending on how you fit it? There is more than one way to fit a scout suit. Amarr counter recon light assaultAmarr assassinThe main thing the Amarr scout does better than other scouts is it's passive scan precision. It has the ability to scan at greater precision at medium range than a Gallente logi with an active scanner (non-focussed). It will pick up most scouts further out than any other passive scan, making it a deadly opponent for enemy scouts. With the exception of a speed hack Min scout, scouts in general are played in roughly the same ways. The various bonuses give them advantages in different areas, but essentially they are all scouts. The Amarr scout is no different. It's precision bonus will just give it an advantage in passive scanning, and a capability to scan scouts beyond what other suits can do. All scouts can be fit as a light assault. Reasons it is considered underpowered compared to other scouts: Scan range amps were nerfed hard when the scan falloff was introduced. This was to prevent suits from buffing their hyper precise inner scan rings out too far and turning themselves into walking super radars for their squad. Unfortunately, this nerf hit Amarr scouts hard, as they were left with little way to buff their diminished medium range scans. This combined with inner scan rings allowing mediums to scan even heavily damped scouts, the massive buff to logi scan range, and the existence of the very powerful Gal logi focussed scans, all diminished the value of the Amarr scout. The other bonus the Amarr scout has is to stamina. Originally this was the only bonus the suit had. This is not considered terribly good, as the suit already has reasonably good stamina. Suggestions to improve the situation: Buff range extenders to 10/15/20%. This moderate buff would improve the Amarr scout's scanning without allowing logi's to become OP at it. If logis remain a concern, perhaps nerf the logi scan range down to be equal with scouts and assaults. Perhaps swap the stamina bonus for a bonus to biotic modules. This will allow the suit to excel in a variety of ways such as running, jumping and melee. Module bonuses have the advantage of requiring the user to actually equip the right module, rather than just stacking a load of hp. Maybe look at active scanning. Some proposals have put forward, such as beam scanning, snapshot scanning, swapping the Gal logi bonus to cooldown rather than precision. I suggest nerfing the focussed scanner range to 50m would be an idea. The impetus for this would be to improve the EWAR situation for medium (and possibly heavy) suits, who currently find it very difficult to avoid Gal logi active scans. The knock-on effect would be that passive scanning would have more of a role. I suggest trying just the buffs first (20% range amps), and seeing how it goes.
This is pretty much spot on...atlhough I disagree with the scaling you have proposed on range extenders...would rather see 15%/18%/20% (I like the idea of narrowing the gap between Standard and Complex/PRO wherever possible)
Another possible solution to helping the Amarr scout is a bonus to mitigate the speed penalty on armor plates (similar to the Vehicle Armor Composition Skill)
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.08.28 20:29:00 -
[14] - Quote
Kierkegaard Soren wrote:I like the idea of them being a fast assault unit that can move around the battlefield quickly, shoring up the Amarrian front line at the points where it's beginning to buckle, and when they have the upper hand they can act as a potent harrassing force, hitting flanks and rears to break up the enemy's lines even further.
From a practical stand point, then, we should be looking at bonuses that increase the effacacy of fitted biotics and reduce the fitting costs of damage/weapon mods. They should be durable, tireless and hard-hitting, relatively quick too; perhaps a bonus to the HP gain ferro plates to help promote a combat scout that can actually survive on the front lines? I think that would be a really solid improvement to the suit. How about this:
Amarr Speed Light Assault
I've used shields because, whilst I agree with the biotic module bonus, I think damage is in the realm of the commando and assault (in a way). Also scouts have great innate shield stats, regardless of race.
Also of note, is that even without any EWAR mods, the Amarr scout can scan undamped assaults (the most common opponent) out to 30m. This is further than any other suit not fitted with EWAR mods. (Obviously discounting active scans). A useful attribute on a light assault. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
10
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Posted - 2015.08.28 20:52:00 -
[15] - Quote
I am absolutely not thinking of using this thread as a jump-off point to exclude Amscouts from scout/assassin roles.
Being able to overlap various roles seems to be more beneficial to play than the removal.
For example: In my opinion the Minsent plays a lot like an assault with an HMG. Your Mileage may vary but it doesn't quite have that same level of brick and slow the other sentinels have. The amarr assault fitted a certain way often resembles something more akin to a sentinel with laser weapons. I've seen Gallente assauts that move nearly as fast as scouts to nova knife people.
Saying I don't want the Amscout to be able to fill that role would be shortsighted.
I'm asking if shifting the primary focus of the amscout away from roles it doesn't seem to fit in well with and towards a primary role more suited to a slower, heavier and bluntly more durable scout.
I want to add to. not take away. If the bonuses for the amscout seem to fall flat, what bonuses would give the amscout a viable and interesting role on the field without being a carbon copy or mirror of one of the other scouts?
When it works, the minscout is an excellent assassin/Speed skirmisher.
Galscout is a nightmare to detect and such. Calscout is sort of the evil twin of the galscout only cooler looking.
Do we want to try and shoehorn the Amscout fully into a niche solidly occupied or do we want to carve it a new niche that others can mimic, though it excels?
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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RedBleach LeSanglant
0.P.
875
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Posted - 2015.08.28 21:13:00 -
[16] - Quote
Been playing scouts recently too. I overall like Varoth Drac's remarks about Amarr Biotics specialization. The Min is nice for jumping like a maniac. but those are highs, and the AM scout only has 2. Little room for the original specialization of scout hunting and throwing all reds and greens to chase them down does help it overcome its speed limitations, but any other scout will currently be faster with the same setup, thus the bonus would need to be significant enough to put it on better footing than its fellow scouts.
But will an increase in the biotics bonus push an Amarr Scouts speed past the limit? The speed limit that the servers can handle for tracking targeting and hit registers? Will the New Biotic Scout break the speed limit? There would need to be some numbers involved.... I cant at this time, but I'm certain we would need an answer to such a change before it could move forward. If a general percentage breaks the limit of one biotic module but not others is it probable to split the bonus to apply to diff. modules at different rates?... unlikely. -That would breed further contention. But a general percentage that is placed just below the breaking point of one module could diminish the appropriate effective bonus of the other modules that make the bonus competitive.
Therefore a hard cap on speed (as an example - any stat affected may need to have a limit put in place) - just a thought. With that in mind it may not be worth the fitting to equip 3 modules if 2 or 1 hits the cap. Just sayin
Otherwise I like it. The feel of nothing but the wrath of God empowering and protecting the small scout as all I would equip is biotics and knives (maybe a pistol too - Templar issue to be sure ). Sprinting around on the front lines and from the flanks to die in manic glory - "the colors are just so bright"... sure they are a little drugged up, but many cultures of our past and present do the same before battle.
Full support.
The Logi Code. Creator, Believer, Follower
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.08.28 21:51:00 -
[17] - Quote
I've put forward suggestions for improving the status quo with minor tweaks.
If bonuses were to be changed more drastically, like Breakin suggests, I've seen other ideas kicking around.
We could accept that stealth is the key purpose of the scout. Well, really I mean operations behind enemy lines, which requires stealth. After all, the cloak is pretty much the only thing a scout can do that an assault can't.
We could then change scout bonuses to the following:
Role bonuses: 75% reduction to cloak fitting. 10% efficiency to profile dampeners per level.
Caldari scout: 5% duration and recharge rate of cloak per level (more racially aligned).
Gallente scout: 10% bonus to scan range amplifier efficiency per level (racially aligned).
Minmatar scout: 10% bonus to codebreaker efficiency per level.
Amarr scout: 10% bonus to biotic module efficiency per level.
Increase nova knife damage by 25%.
So all scouts get decent stealth. The Amarr's precision is ditched, the stamina is replaced with biotics. Caldari and Gallente bonuses are more racially aligned.
Just another thought. |
Luther Mandrix
WASTELAND JUNK REMOVAL RUST415
625
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Posted - 2015.08.28 22:02:00 -
[18] - Quote
Breakin Stuff wrote:This is a simple question.
Rather than shoehorning the Amscout into the recon role and assassination role (which is better handled by the other scouts) would it be better suited as a "Light Assault" intended for Fast Attack and Counter-Reconnaisance work?
Not trolling, and not judging.
Put your two cents here. Sounds good If the Amarr scout was a scout Killer!!!!!!!!! but was not a (OP Cal logi of old) (So how about a damage bonus against light suits only!) And a bonus to scan percision against light suits.
This way It would be The scout Killer! |
Luther Mandrix
WASTELAND JUNK REMOVAL RUST415
625
|
Posted - 2015.08.28 22:08:00 -
[19] - Quote
Luther Mandrix wrote:Breakin Stuff wrote:This is a simple question.
Rather than shoehorning the Amscout into the recon role and assassination role (which is better handled by the other scouts) would it be better suited as a "Light Assault" intended for Fast Attack and Counter-Reconnaisance work?
Not trolling, and not judging.
Put your two cents here. Sounds good If the Amarr scout was a scout Killer!!!!!!!!! but was not a (OP Cal logi of old) (So how about a damage bonus against light suits only!) And a bonus to scan percision against light suits. This way It would be The scout Killer!
The Apex Version of This scout should have a Contact Gernade Bolt Pistol Assault Scrambler Rifle Compact NanoHive Cloak |
Joel II X
Bacon with a bottle of Quafe
8
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Posted - 2015.08.28 22:38:00 -
[20] - Quote
Return Range Amplifiers to their former glory and Amarr Scouts will be good (like the old Caldari Scout, but slower and with slightly more health).
EDIT: I was originally going to agree with the biotic bonus, but if handled improperly, you might get Amarrians how can run faster and further than Minmatar Scouts, hit harder (possibly jump higher).
With an Ak.0 and a CPX Regulator, you already run forever and adding a CPX kincat brings it up to decent speed. This leaves two slots open, which you can use for two range Amplifiers of old and have a very good scout setup to host hunt scouts (even though they might see you coming).
Scouts United
Gk.0s & Quafes all day.
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Llast 326
An Arkhos
8
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Posted - 2015.08.28 23:04:00 -
[21] - Quote
Varoth Drac wrote:Can it not do either, depending on how you fit it? There is more than one way to fit a scout suit. Amarr counter recon light assaultAmarr assassinThe main thing the Amarr scout does better than other scouts is it's passive scan precision. It has the ability to scan at greater precision at medium range than a Gallente logi with an active scanner (non-focussed). It will pick up most scouts further out than any other passive scan, making it a deadly opponent for enemy scouts. With the exception of a speed hack Min scout, scouts in general are played in roughly the same ways. The various bonuses give them advantages in different areas, but essentially they are all scouts. The Amarr scout is no different. It's precision bonus will just give it an advantage in passive scanning, and a capability to scan scouts beyond what other suits can do. All scouts can be fit as a light assault. Reasons it is considered underpowered compared to other scouts: Scan range amps were nerfed hard when the scan falloff was introduced. This was to prevent suits from buffing their hyper precise inner scan rings out too far and turning themselves into walking super radars for their squad. Unfortunately, this nerf hit Amarr scouts hard, as they were left with little way to buff their diminished medium range scans. This combined with inner scan rings allowing mediums to scan even heavily damped scouts, the massive buff to logi scan range, and the existence of the very powerful Gal logi focussed scans, all diminished the value of the Amarr scout. The other bonus the Amarr scout has is to stamina. Originally this was the only bonus the suit had. This is not considered terribly good, as the suit already has reasonably good stamina. Suggestions to improve the situation: Buff range extenders to 10/15/20%. This moderate buff would improve the Amarr scout's scanning without allowing logi's to become OP at it. If logis remain a concern, perhaps nerf the logi scan range down to be equal with scouts and assaults. Perhaps swap the stamina bonus for a bonus to biotic modules. This will allow the suit to excel in a variety of ways such as running, jumping and melee. Module bonuses have the advantage of requiring the user to actually equip the right module, rather than just stacking a load of hp. Maybe look at active scanning. Some proposals have put been forward, such as beam scanning, snapshot scanning, swapping the Gal logi bonus to cooldown rather than precision. I suggest nerfing the focussed scanner range to 50m would be an idea. The impetus for this would be to improve the EWAR situation for medium (and possibly heavy) suits, who currently find it very difficult to avoid Gal logi active scans. The knock-on effect would be that passive scanning would have more of a role. I suggest trying just the buffs first (20% range amps), and seeing how it goes. You covered everything I was going to say
MOAR Ladders
SpadeGǪ Remember your Warbarge
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Aeon Amadi
Negative-Feedback. Negative-Feedback
12
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Posted - 2015.08.28 23:18:00 -
[22] - Quote
Had a thread about this last month. Feel free to peruse it for feedback.
https://forums.dust514.com/default.aspx?g=posts&m=2854690#post2854690
Thanks for all the support guys, let's fix Dust 514
:D
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Vell0cet
OSG Planetary Operations
3
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Posted - 2015.08.28 23:36:00 -
[23] - Quote
My preference is to fill the scout hunter role. The largest impediment to this was the nerf of the range amps. You can get high precision passive scans, but the range is so poor that enemy scouts are practically ontop of you before you can detect them. If you gimp your fit to increase your passive scan radius, you should be able to detect/react to enemy scouts (who aren't damped like crazy) with enough range that you can take them down outside of shotgun range.
I have an Amarr scout fit for anti-scout, and you have to get pretty close to your targets (you can't cloak yourself obviously) and you have very low survivability. It's pretty weak at the role it should be strong in given how many drawbacks the fit has.
Best PvE idea ever!
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Nocturnal Soul
Primordial Threat
7
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Posted - 2015.08.28 23:45:00 -
[24] - Quote
Beating a dead horse...
"The Wrath of God is Immense. His Justice is Swift and Decisive. His Tolerance is Limited."
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Alena Ventrallis
Commando Perkone Caldari State
3
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Posted - 2015.08.29 01:28:00 -
[25] - Quote
Amarr are all about endurance. They sit there and fire all the laz0rs they can while soaking up damage with their armor. In recent years they've added speedy ships to counter the fast Minmatar fleets, but these are by far the exception instead of the rule.
The problem with giving them a bonus to biotics is A) if they improve kincats, you will likely be able to run as fast if not faster than a MinScout, if they improve myros, my GOD I would love to see the crazy jumping they could do. And if they improve cardiac regs, their bonus will go mostly unused. It's an interesting idea, but Amarr are not about quick movement. They are about stand-and-deliver.
Therefore, I vote for making them a hunter-killer role. Let them be the anti-scout, with passives to detect them, and a more tankier less stealthy design. As it is, they have passive precision, which is good for their hunter role. So I would give them a bonus to range as well, but not as strong as the Caldari Scout. Say 5% per level.
Whatever the bonus, they should be what you call in when you have a scout problem.
Over thinking, over analyzing separates the body from the mind.
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Sicerly Yaw
Corrosive Synergy No Context
936
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Posted - 2015.08.29 02:16:00 -
[26] - Quote
Arkena Wyrnspire wrote:Adipem Nothi wrote:My two cents:
Change the AM Scout bonus to a flat efficacy bonus to biotics. The Triathlete Scout. The Biotic Man. Seconding this one. EWAR needs a lot of work as it is and the passive scanning role is already occupied by both Gal and Cal scouts. http://www.protofits.com/fittings/shared/230/771Truly, let the Amscout be the bench press scout.
I would like to argue against this, the Am scout is just as capable at its scanning role as the other two in fact it surpasses the gal scout by having stronger passive scans and that also holds true against the cal scout but with less range
now the biotic bonus it has should in my opinion be to both stamina and sprint speed adding a 1% bonus to kincats would complete it and make it a better suit if not the best at hunting scouts or as a pure pseudo assault with tons of mobility
the cal scout has to use up all its high slots to be able to pick up scouts in its middle ring while the am scout still has the option to tank with its highs filled up and can still damp well enough to avoid passive and active scans as damps are naturally stronger then precision mods
if the bonuses were as I proposed you could fit it with two damps two precision mods and one of each low slot biotic mod and have the best scans avoid scans yourself and be comparably mobile to the min scout
the am scouts weakness is arguably its low speed as it is the slowest scout out there but it has the best base stamina and better with its existing bonus adding some speed to it would make it be more desirable for multiple roles as well as possibly allowing it to be as fast as a min scout and with its stamina it could arguably be the best running scout allowing it to do multiple things one such being uplink deployment, with a single complex cardio regulator this suit can run around an entire map and do so very quickly if you put some kincats on it with an extra 5% bonus to kincats it would get it closer to 10m/s with two kincats allowing it to travel further quickly and with 800+ stamina and a recovery that's just as good 80+ this suit can go from one end of a map to another very quickly and it only takes about 10 seconds for its stamina to be back to full
the way people tend to play an am scout baffles me sometimes as many don't take advantage of its strong points being stamina and precision mainly, having the precision allows you to stay away from danger or set up ambushes or trap and its high mobility allows for quick easy fast mobility
personally my favorite scout is the cal scout but what it lacks is exactly what the am scout has mainly being mobility and the ability to tank while maintaining good scans and it can still very well damp up if need be, that in itself makes it my second favorite scout with the gal coming in third and min last as I only ever really use it for three main things being NK's speed hacks and point to point defense
the am scout is capable of so much but mainly I find it the best suit to use if you find yourself having to move around a lot especially at long distances, this can be the case if your team happens to lose uplinks at a vital spot that's far away or you need to go the long way around if there's a major fight going on, the mobility can also be vary useful for a sniper allowing them to switch positions quickly and move from one vantage point to the next easily
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Sicerly Yaw
Corrosive Synergy No Context
936
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Posted - 2015.08.29 02:20:00 -
[27] - Quote
Alena Ventrallis wrote:Amarr are all about endurance. They sit there and fire all the laz0rs they can while soaking up damage with their armor. In recent years they've added speedy ships to counter the fast Minmatar fleets, but these are by far the exception instead of the rule.
The problem with giving them a bonus to biotics is A) if they improve kincats, you will likely be able to run as fast if not faster than a MinScout, if they improve myros, my GOD I would love to see the crazy jumping they could do. And if they improve cardiac regs, their bonus will go mostly unused. It's an interesting idea, but Amarr are not about quick movement. They are about stand-and-deliver.
Therefore, I vote for making them a hunter-killer role. Let them be the anti-scout, with passives to detect them, and a more tankier less stealthy design. As it is, they have passive precision, which is good for their hunter role. So I would give them a bonus to range as well, but not as strong as the Caldari Scout. Say 5% per level.
Whatever the bonus, they should be what you call in when you have a scout problem.
a 5% bonus to range on the amarr scout allows it to far surpass it in range as it can already stack more range amps
currently the ewar bonuses are such that every scout is capable of close to the same thing with the exception of the min scout which is semi good at almost everything with its main focus being on speed and hacking making it the best hit and run with its bonus to NK's and speed hack scout being able to far surpass all the other scouts in those simple roles
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Sicerly Yaw
Corrosive Synergy No Context
936
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Posted - 2015.08.29 02:31:00 -
[28] - Quote
Vell0cet wrote:My preference is to fill the scout hunter role. The largest impediment to this was the nerf of the range amps. You can get high precision passive scans, but the range is so poor that enemy scouts are practically ontop of you before you can detect them. If you gimp your fit to increase your passive scan radius, you should be able to detect/react to enemy scouts (who aren't damped like crazy) with enough range that you can take them down outside of shotgun range.
I have an Amarr scout fit for anti-scout (2 complex precisions & 2 complex range), and you have to get pretty close to your targets (you can't cloak yourself obviously) and you have very low survivability. It's pretty weak at the role it should excel in given how many drawbacks the fit has.
at max ranks for ewar you should be able to detect any scout that has a single damp on at 15m and everything else in under 6m
allowing you to tank while having this visibility is what makes it a great scout hunter, the range would only serve to give squad mates more vision as the cal scout can do but keep in mind that the cal scout has to give up all of its hp to be able to do this meaning they have to rely more on it and their squad to keep them alive
the only scouts that should be able to even get close without you noticing are double damped gal and cal scouts as a min scout needs three damps just to go under the middle ring
a gal scout that is double damped loses most of its main tank and a cal scout is easy to deal with as it can easily be destroyed by anti shiled weapons in under half a second and you will likely see it before it sees you, the gal scout is really the only thing you have to sorta worry about but even then you should have enough tank to be able to survive any ranged attacks and if it gets too close for knifing or to use a shotgun you should be able to pick him up and react fast enough to eliminate it
you can use an AScR and BP combo or CR and BScP combo to hunt scouts any of the scouts that are damped well enough should have very low eHP and those that aren't should easily be picked up and picked off quickly
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.08.29 07:43:00 -
[29] - Quote
So long as CCP are careful with any changes to scanning. I suggested just a +5% to range mods. More of a buff than this would likely be OP. |
WyrmHero1945
Finesse Soldiers
597
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Posted - 2015.08.29 07:53:00 -
[30] - Quote
I like the bonus as it is. I can be either a light assault or a scout hunter. I don't care for biotics on this suit as my highs are 2 precision enhancers while my lows are a dampener, a repairer and 2 ferroscales. So biotics bonus would be pretty much useless for me. The max stamina/stamina regen is nice and it helps for the hunting more as I never get tired and can trace my enemy without losing track.
If anything needs to be looked at is the general scout Cloak Field bonus. The Cloak Field needs to have lower CPU so that I'm able to fit it! In any way, the general bonus should be aimed at Active Scanners instead. Imo it's the main scout equipment, you literally SCOUT the field. I like the proposition of making the GalLogi bonus that instead increases the scanner's duration. For Scouts, either a CPU/PG reduction, a range bonus or angle of view. Scan precision shouldn't be included in the bonus. Scan profile should be dictated more in module fit decisions.
If a GalScout doesn't want to be hunted by me, he should better have 2 dampeners then. But scouts should be the only ones hunting other scouts, not logis with scanners. So yeah plz consider changing that general scout bonus and the GalLogi's. |
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