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Sicerly Yaw
Corrosive Synergy No Context
936
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Posted - 2015.08.29 02:16:00 -
[1] - 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
|
Posted - 2015.08.29 02:20:00 -
[2] - 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 -
[3] - 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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Sicerly Yaw
Corrosive Synergy No Context
980
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Posted - 2015.09.04 16:06:00 -
[4] - Quote
so I finally caved in and skilled a single point into it, I can say without a shadow of a doubt that it is simply not UP like most people would have you believe
I use two main setups both with 2 proto precision mods
the first fit I use as a long distance running suit with a single damp for stealth 2 if I start to get scanned I switch out an enhanced reactive plate for the extra damp while I reserve two lows for enhanced cardio regs
this fit I use uplinks on to get behind enemy lines or to get to a long distance point first, it has enough stamina to run well over 500m running at 7.64m/s with biotics at max it has 739 stamina and 127 recovery rate with cardio regs skill at only level 3 and only a single point into the am scout, it also has a precision of 23 for the middle ring with the two complex scan mods with max core skills my middle ring is at 15m
the second fit I use has stacked enhanced reactive armor mods, I use this mainly to hunt for other scouts especially those that are double damped with cloaks if they get in my inner ring which is withing 6m I will detect them keeping me safe from NK users while most shotgun users will get this close as well the extra HP helps me survive a few stray hits and a few direct hits from a far meaning I can react quickly against scouts even if I don't happen to pick them up right away and it gives me enough health and regen to pick off unsuspecting targets and with a base stamina of about 330 and a regen of 39 I can still run for a reasonable amount of time while only losing about 0.2 base speed from the reactive extenders
the weapons and equipment used vary sometimes depending on what exactly I am trying to do but usually I use an AR or ACR anything automatic that can do at least 300 dps to either shields or armor is good against most scouts and can still be used at range against other targets
taking what I have learned into account the only thing the AM scout lacks is speed as it is the slowest of the scouts so a simple 1% or 2% increase to kinetic catalyzer module efficiency would be enough to make it a better runner but it would still certainly fall short of a min scout except it makes up for it in stamina a 5% bonus would be a 0.6% increase on a proto kincat while a 10% increase would be 1.2% increase, if it rounds the number to the closest integer then 12.6% that it currently has would not benefit from a .6% increase it would remain as 13% rounded down but a 10% increase would make it 13.8 rounding it up to 14% total however if it is not rounded and it calculates the number as is then a 5% increase would be enough
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