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Thread Statistics | Show CCP posts - 178 post(s) |
Iron Wolf Saber
Den of Swords
12379
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Posted - 2014.01.20 20:22:00 -
[8071] - Quote
Okay using the same format as the other scores the speed meta scores are in
AK 3.25 GK 1 MK 2.5 CK 1
Bonused
AK 7 (2x low slot allotment) GK 2 (2x low slot allotment) MK 3.75 (1.5 for second best low lost allotment) CK 1 (no bonus)
Will update previous with no suit bonus totals.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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Iron Wolf Saber
Den of Swords
12379
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Posted - 2014.01.20 20:23:00 -
[8072] - Quote
Aero Yassavi wrote:Iron Wolf Saber wrote:\ *Aero
You MUST include built in stats into the suit PERIOD when considering bonuses.
To break your point.
Suit's bonus is 10+ Armor HP/s per level. But the suit only has 10 armor Hp max.
Silly bonus at that point.
This is called synergy, and on a real scoring system the better the ship fits the bonus the far higher the multiplier of synergy the ship or suit gets.
Whole reason why the Ferox and many minmatar ships sucked because the synergy levels of the bonus versus the built in ship bonus was excessively poor. The ship did not support the bonus at all. No, you shouldn't, because if you are including base stats and racial bonuses together in one grand balancing act, what you are doing is assuming you have Level 5 in the racial suit. And what that results in is imbalance between the lower tiers when you only have the skill to level 1 or level 3. And the example you provided does not at all counter the point I am trying to make. Yes, the racial bonuses need to be decided based on the built in stats, but the values of the bonus need to be balanced independently from base stats. So once you pick a bonus that is reflective upon the built in stats, then balance the bonus separately from the built in stats, what you have are a full set of racial suits that are balanced not only at level 5 but at every level in between as well.
Golden Rule of Balancing, from the top everything turned on.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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Broonfondle Majikthies
Dogs of War Gaming Zero-Day
742
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Posted - 2014.01.20 20:24:00 -
[8073] - Quote
Scout skills Gëá Modules
Broonfondle Majikthies wrote:Caldari + Gallente scan distance only 1/2 of the passive skill upgrade per level Min hacking skill equal to hacking passive skill upgrade per level
Amarr skill 5x more than the passive biotics skill upgrade per level
Better analogy
"...where Bylothgar the Ill-postured was made King of the People With No Name But Decent Footwear"
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5619
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Posted - 2014.01.20 20:25:00 -
[8074] - Quote
Bojo The Mighty wrote:Aero Yassavi wrote:Bojo The Mighty wrote:@ Aero and True [snipped]. So are you discarding our opinions and well thought out arguments because we support Amarr on a lore standpoint? If so, that is very close-minded of you. My arguments have nothing to do with the fact that I support Amarr lore-wise. This is entirely about dropsuit balance. I am also advocating that all the other Sentinels besides the Amarr are simply bad (Gallente and Caldari Sentinels are too much like dual tankers and the Minmatar Sentinel is just bad), its just those discussions aren't getting as much traction so you don't see as many comments regarding it. I said nothing of lore....*double checks*.....yeah nothing about lore in there..... I'm just saying take it elsewhere it doesn't belong in this thread. Go hijack elsewhere. You said, "Look you guys are advocates for everything Amarr I get it" which is implying that you only think we are advocating for Amarr because we have some sort of Amarr bias, which truthfully we do but only in terms of the lore. That is what I was getting at. I'm simply saying don't assume that I am simply going to always argue to make Amarr stuff better, because I don't and that would be stupid. I argue for everything when I notice an imbalance.
And is this not a scout thread? And you discuss scout stuff here? Sorry, I don't see the problem here, I'm staying on topic of scouts. And no one has yet to provide a good reasoning for why the other scouts get a complex mod equivalent bonus while the Amarr get a standard mod equivalent bonus. The main arguments I see is "But Amarr stamina is still good with a standard stamina bonus," but that does not even address the disparity.
ARC Commander
CPM Info and Q&A - Status: Open
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Iron Wolf Saber
Den of Swords
12379
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Posted - 2014.01.20 20:28:00 -
[8075] - Quote
Going to do sensor scores next which is going to be odd because there is no +n Sensor module and the suits all have the same base stats on that.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5620
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Posted - 2014.01.20 20:30:00 -
[8076] - Quote
Iron Wolf Saber wrote:Aero Yassavi wrote:Iron Wolf Saber wrote:\ *Aero
You MUST include built in stats into the suit PERIOD when considering bonuses.
To break your point.
Suit's bonus is 10+ Armor HP/s per level. But the suit only has 10 armor Hp max.
Silly bonus at that point.
This is called synergy, and on a real scoring system the better the ship fits the bonus the far higher the multiplier of synergy the ship or suit gets.
Whole reason why the Ferox and many minmatar ships sucked because the synergy levels of the bonus versus the built in ship bonus was excessively poor. The ship did not support the bonus at all. No, you shouldn't, because if you are including base stats and racial bonuses together in one grand balancing act, what you are doing is assuming you have Level 5 in the racial suit. And what that results in is imbalance between the lower tiers when you only have the skill to level 1 or level 3. And the example you provided does not at all counter the point I am trying to make. Yes, the racial bonuses need to be decided based on the built in stats, but the values of the bonus need to be balanced independently from base stats. So once you pick a bonus that is reflective upon the built in stats, then balance the bonus separately from the built in stats, what you have are a full set of racial suits that are balanced not only at level 5 but at every level in between as well. Golden Rule of Balancing, from the top everything turned on. I never said don't balance with everything turned on? FFS.
If you balance the base stats with each other, and then balance the racial bonuses with each other, what happens is you get everything balanced at every level, including the "everything turned on" level. If you only do one grand balance with "everything turned on," then the only thing that will be balanced is "everything turned on" and not any of the inbetween. The first approach is far better game design.
ARC Commander
CPM Info and Q&A - Status: Open
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Bojo The Mighty
L.O.T.I.S.
2832
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Posted - 2014.01.20 20:36:00 -
[8077] - Quote
https://forums.dust514.com/default.aspx?g=posts&m=1738096#post1738096 But I never got an answer from you guys. You must have either missed it or swept it under the rug. Anyways it's a key part of my argument and I don't want to repeat myself.
I'm saying that you guys love amarr stuff and of course you guys would have the most wisdom on amarr related things but how can you deny fitting costs, innate suit specs, and it's differentiation from other suits?
You already made a thread about this is what I'm getting at. Would you allow a man to live in your home when there is nothing wrong with his?
Check out latest BSOTT Guide
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5621
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Posted - 2014.01.20 20:45:00 -
[8078] - Quote
Bojo The Mighty wrote:https://forums.dust514.com/default.aspx?g=posts&m=1738096#post1738096 But I never got an answer from you guys. You must have either missed it or swept it under the rug. Anyways it's a key part of my argument and I don't want to repeat myself.
I'm saying that you guys love amarr stuff and of course you guys would have the most wisdom on amarr related things but how can you deny fitting costs, innate suit specs, and it's differentiation from other suits?
You already made a thread about this is what I'm getting at. Would you allow a man to live in your home when there is nothing wrong with his? The problem with what you're saying in that post you linked is that you're doing the same thing IWS is, which is trying to do one grand balance. As I have already explained, it is better game design to balance the base stats and racial bonuses separately as it creates better balance.
Also in terms of fitting costs, Amarr: Standard cardiac regulator: 5CPU 4PG Gallente: Complex profile dampener and standard range amp: 48CPU 0PG Caldari: Complex precision enhancer and standard range amp: 31 CPU 0PG Minmatar: Complex codebreaker (ignoring NK damage since that's hard to equate to a module): 45CPU 11PG
The Amarr bonus fitting value equivalency isn't nearly the same as the others.
And don't act like this thread isn't suitable for this discussion. It's not like this thread is about heavies or logis or tanks, it's about scouts. I am simply expressing a concern to wherever it will be heard.
ARC Commander
CPM Info and Q&A - Status: Open
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Ghost Kaisar
Titans of Phoenix Legacy Rising
2108
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Posted - 2014.01.20 20:48:00 -
[8079] - Quote
Iron Wolf Saber wrote:I might be dingo sensor scores next which is going to be odd because there is no +n Sensor module and the suits all have the same base stats on that.
However I am more likely to do the marathon between the suits as planned as we can see who overtakes who as the run goes on.
We did some earlier math.
Take the Min scout and get him to 10.38 m/s with no stamina.
He will beat all scouts in the long run for about 500m (I think, where is the data on this?)
The crossover for favoring stamina over speed was somewhere around 800m (Once again, I THINK. Someone link to the data)
Nothing says "F**K YOU!" like a direct Flaylock to the face.
Minmatar. In Rust we trust.
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Cyrius Li-Moody
The New Age Outlaws WINMATAR.
3047
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Posted - 2014.01.20 21:09:00 -
[8080] - Quote
When thinking about stamina you have to consider it's two uses currently in game: the marathon at the beginning of a match, and your ability to sustain motion during hectic fights. One of the prime abilities of a scout on CQC maps is the ability to be nearly everywhere at once. Your stamina dictates not just your survivability but how aggressive you can be in combat. It dictates how much presence you can have on the battlefield. When you run out of stamina you are easily hunted down and killed. Most of my deaths when I'm on a roll come from when I finally run out of stamina and can no longer kite/run away from my enemy.
In these realistic applications of stamina and aggression, a scout must take breaks to refill his stamina pool. Even with a complex regulator a minmatar/gallente/caldari scout has to wait for a very long time once he runs out of stamina or he will have to choose to continue to fight with in a weakened state. A scout entering a fight with less than half a stamina bar and runs into something unexpected is probably going to die.
With a bonus to pool AND regen the realistic applications of stamina on an Amarr scout means this: With it's higher EHP and juggernaut like stamina he will be able to remain aggressive until his HP runs out. Not the other other way around like every other scout. You spend practically no time with regen (you're not supposed to be about HP regen anyway). You can remain aggressive until you 1. Run out of ammo 2. Get killed.
No scout is sprinting 100% of the time. Sometimes it feels like it but it's not. Especially if you're jumping over railings a lot. The Amarr's regen and pool size means it will practically never see it's stamina depleted in most situations.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Iron Wolf Saber
Den of Swords
12380
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Posted - 2014.01.20 21:17:00 -
[8081] - Quote
Cyrius Li-Moody wrote:When thinking about stamina you have to consider it's two uses currently in game: the marathon at the beginning of a match, and your ability to sustain motion during hectic fights. One of the prime abilities of a scout on CQC maps is the ability to be nearly everywhere at once. Your stamina dictates not just your survivability but how aggressive you can be in combat. It dictates how much presence you can have on the battlefield. When you run out of stamina you are easily hunted down and killed. Most of my deaths when I'm on a roll come from when I finally run out of stamina and can no longer kite/run away from my enemy.
In these realistic applications of stamina and aggression, a scout must take breaks to refill his stamina pool. Even with a complex regulator a minmatar/gallente/caldari scout has to wait for a very long time once he runs out of stamina or he will have to choose to continue to fight with in a weakened state. A scout entering a fight with less than half a stamina bar and runs into something unexpected is probably going to die.
With a bonus to pool AND regen the realistic applications of stamina on an Amarr scout means this: With it's higher EHP and juggernaut like stamina he will be able to remain aggressive until his HP runs out. Not the other other way around like every other scout. You spend practically no time with regen (you're not supposed to be about HP regen anyway). You can remain aggressive until you 1. Run out of ammo 2. Get killed.
No scout is sprinting 100% of the time. Sometimes it feels like it but it's not. Especially if you're jumping over railings a lot. The Amarr's regen and pool size means it will practically never see it's stamina depleted in most situations.
My math is quickly supporting this.
Max Regulator setup and skills 1964 Stamina 194 Which means seconds of running 30 Jumps in a row
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5626
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Posted - 2014.01.20 21:20:00 -
[8082] - Quote
Cyrius Li-Moody wrote:When thinking about stamina you have to consider it's two uses currently in game: the marathon at the beginning of a match, and your ability to sustain motion during hectic fights. One of the prime abilities of a scout on CQC maps is the ability to be nearly everywhere at once. Your stamina dictates not just your survivability but how aggressive you can be in combat. It dictates how much presence you can have on the battlefield. When you run out of stamina you are easily hunted down and killed. Most of my deaths when I'm on a roll come from when I finally run out of stamina and can no longer kite/run away from my enemy.
In these realistic applications of stamina and aggression, a scout must take breaks to refill his stamina pool. Even with a complex regulator a minmatar/gallente/caldari scout has to wait for a very long time once he runs out of stamina or he will have to choose to continue to fight with in a weakened state. A scout entering a fight with less than half a stamina bar and runs into something unexpected is probably going to die.
With a bonus to pool AND regen the realistic applications of stamina on an Amarr scout means this: With it's higher EHP and juggernaut like stamina he will be able to remain aggressive until his HP runs out. Not the other other way around like every other scout. You spend practically no time with regen (you're not supposed to be about HP regen anyway). You can remain aggressive until you 1. Run out of ammo 2. Get killed.
No scout is sprinting 100% of the time. Sometimes it feels like it but it's not. Especially if you're jumping over railings a lot. The Amarr's regen and pool size means it will practically never see it's stamina depleted in most situations. Two things
1) Again, no one is arguing that stamina is a bad bonus. The argument is simply the value per level is not on par with the other racial bonuses. 2) It has been proven that the Amarr does not really have that much higher HP. Only 30 more, or 37.5 when you add in armor and shield upgrades. That is hardly much of a better inherent stat bonus than say the Gallente's inherent 3 hp/s armor rep or Caldari's inherent 50 hp/s shield regen and low delays. What I am getting at here is again, you balance base stats with base stats and racial bonuses with racial bonuses if you want the best overall balance.
ARC Commander
CPM Info and Q&A - Status: Open
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Iron Wolf Saber
Den of Swords
12382
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Posted - 2014.01.20 21:21:00 -
[8083] - Quote
Aero Yassavi wrote:Cyrius Li-Moody wrote:When thinking about stamina you have to consider it's two uses currently in game: the marathon at the beginning of a match, and your ability to sustain motion during hectic fights. One of the prime abilities of a scout on CQC maps is the ability to be nearly everywhere at once. Your stamina dictates not just your survivability but how aggressive you can be in combat. It dictates how much presence you can have on the battlefield. When you run out of stamina you are easily hunted down and killed. Most of my deaths when I'm on a roll come from when I finally run out of stamina and can no longer kite/run away from my enemy.
In these realistic applications of stamina and aggression, a scout must take breaks to refill his stamina pool. Even with a complex regulator a minmatar/gallente/caldari scout has to wait for a very long time once he runs out of stamina or he will have to choose to continue to fight with in a weakened state. A scout entering a fight with less than half a stamina bar and runs into something unexpected is probably going to die.
With a bonus to pool AND regen the realistic applications of stamina on an Amarr scout means this: With it's higher EHP and juggernaut like stamina he will be able to remain aggressive until his HP runs out. Not the other other way around like every other scout. You spend practically no time with regen (you're not supposed to be about HP regen anyway). You can remain aggressive until you 1. Run out of ammo 2. Get killed.
No scout is sprinting 100% of the time. Sometimes it feels like it but it's not. Especially if you're jumping over railings a lot. The Amarr's regen and pool size means it will practically never see it's stamina depleted in most situations. Two things 1) Again, no one is arguing that stamina is a bad bonus. The argument is simply the value per level is not on par with the other racial bonuses. 2) It has been proven that the Amarr does not really have that much higher HP. Only 30 more, or 37.5 when you add in armor and shield upgrades. That is hardly much of a better inherent stat bonus than say the Gallente's inherent 3 hp/s armor rep or Caldari's inherent 50 hp/s shield regen and low delays. What I am getting at here is again, you balance base stats with base stats and racial bonuses with racial bonuses if you want the best overall balance.
straw grasping, I can feel it.
How to stop straw grasping
Step 1. Kill previous fight entirely by dropping it and never mentioning it again. Step 2. Rebuild and reflect where you went wrong. Step 3. Refocus on the argument you truly want to present
Brassackwards I swear.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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Cyrius Li-Moody
The New Age Outlaws WINMATAR.
3049
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Posted - 2014.01.20 21:23:00 -
[8084] - Quote
Aero Yassavi wrote:Cyrius Li-Moody wrote:When thinking about stamina you have to consider it's two uses currently in game: the marathon at the beginning of a match, and your ability to sustain motion during hectic fights. One of the prime abilities of a scout on CQC maps is the ability to be nearly everywhere at once. Your stamina dictates not just your survivability but how aggressive you can be in combat. It dictates how much presence you can have on the battlefield. When you run out of stamina you are easily hunted down and killed. Most of my deaths when I'm on a roll come from when I finally run out of stamina and can no longer kite/run away from my enemy.
In these realistic applications of stamina and aggression, a scout must take breaks to refill his stamina pool. Even with a complex regulator a minmatar/gallente/caldari scout has to wait for a very long time once he runs out of stamina or he will have to choose to continue to fight with in a weakened state. A scout entering a fight with less than half a stamina bar and runs into something unexpected is probably going to die.
With a bonus to pool AND regen the realistic applications of stamina on an Amarr scout means this: With it's higher EHP and juggernaut like stamina he will be able to remain aggressive until his HP runs out. Not the other other way around like every other scout. You spend practically no time with regen (you're not supposed to be about HP regen anyway). You can remain aggressive until you 1. Run out of ammo 2. Get killed.
No scout is sprinting 100% of the time. Sometimes it feels like it but it's not. Especially if you're jumping over railings a lot. The Amarr's regen and pool size means it will practically never see it's stamina depleted in most situations. Two things 1) Again, no one is arguing that stamina is a bad bonus. The argument is simply the value per level is not on par with the other racial bonuses. 2) It has been proven that the Amarr does not really have that much higher HP. Only 30 more, or 37.5 when you add in armor and shield upgrades. That is hardly much of a better inherent stat bonus than say the Gallente's inherent 3 hp/s armor rep or Caldari's inherent 50 hp/s shield regen and low delays. What I am getting at here is again, you balance base stats with base stats and racial bonuses with racial bonuses if you want the best overall balance.
But the normal application of numbers can't be applied here. Sometimes you can't balance stuff merely by the numbers.
Same thing with knives. The bonus makes it so you don't have to charge shot people. That's whats special about it. The charge shot bonus is like "yeah whatever" it's the NON charge shot that makes it special. You have to crank that up to make a skilled knifer able to do what a shotgunner does. It's not about the super high alpha charge shot. It's about the quick slash and IT'S application that makes it combat viable.
You can't always balance stuff by the numbers without thinking about how it's actually applied in battle. I'm telling you these things as a practically full time scout. I would not direct this suit in a bad position as I know what it's like to be gimped.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Ghost Kaisar
Titans of Phoenix Legacy Rising
2109
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Posted - 2014.01.20 21:25:00 -
[8085] - Quote
Iron Wolf Saber wrote:Cyrius Li-Moody wrote:When thinking about stamina you have to consider it's two uses currently in game: the marathon at the beginning of a match, and your ability to sustain motion during hectic fights. One of the prime abilities of a scout on CQC maps is the ability to be nearly everywhere at once. Your stamina dictates not just your survivability but how aggressive you can be in combat. It dictates how much presence you can have on the battlefield. When you run out of stamina you are easily hunted down and killed. Most of my deaths when I'm on a roll come from when I finally run out of stamina and can no longer kite/run away from my enemy.
In these realistic applications of stamina and aggression, a scout must take breaks to refill his stamina pool. Even with a complex regulator a minmatar/gallente/caldari scout has to wait for a very long time once he runs out of stamina or he will have to choose to continue to fight with in a weakened state. A scout entering a fight with less than half a stamina bar and runs into something unexpected is probably going to die.
With a bonus to pool AND regen the realistic applications of stamina on an Amarr scout means this: With it's higher EHP and juggernaut like stamina he will be able to remain aggressive until his HP runs out. Not the other other way around like every other scout. You spend practically no time with regen (you're not supposed to be about HP regen anyway). You can remain aggressive until you 1. Run out of ammo 2. Get killed.
No scout is sprinting 100% of the time. Sometimes it feels like it but it's not. Especially if you're jumping over railings a lot. The Amarr's regen and pool size means it will practically never see it's stamina depleted in most situations. My math is quickly supporting this. Max Regulator setup and skills 1964 Stamina 194 Which means seconds of running 30 Jumps in a row 350 stamina regen a second Just making a big jump over a hill and you recover all the stamina used for the jump and then more while maintaining speed.
That sounds amazing actually.
I'll stick with my burst sprinting though. I don't jump too much in combat.
Nothing says "F**K YOU!" like a direct Flaylock to the face.
Minmatar. In Rust we trust.
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5626
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Posted - 2014.01.20 21:27:00 -
[8086] - Quote
Iron Wolf Saber wrote:Cyrius Li-Moody wrote:When thinking about stamina you have to consider it's two uses currently in game: the marathon at the beginning of a match, and your ability to sustain motion during hectic fights. One of the prime abilities of a scout on CQC maps is the ability to be nearly everywhere at once. Your stamina dictates not just your survivability but how aggressive you can be in combat. It dictates how much presence you can have on the battlefield. When you run out of stamina you are easily hunted down and killed. Most of my deaths when I'm on a roll come from when I finally run out of stamina and can no longer kite/run away from my enemy.
In these realistic applications of stamina and aggression, a scout must take breaks to refill his stamina pool. Even with a complex regulator a minmatar/gallente/caldari scout has to wait for a very long time once he runs out of stamina or he will have to choose to continue to fight with in a weakened state. A scout entering a fight with less than half a stamina bar and runs into something unexpected is probably going to die.
With a bonus to pool AND regen the realistic applications of stamina on an Amarr scout means this: With it's higher EHP and juggernaut like stamina he will be able to remain aggressive until his HP runs out. Not the other other way around like every other scout. You spend practically no time with regen (you're not supposed to be about HP regen anyway). You can remain aggressive until you 1. Run out of ammo 2. Get killed.
No scout is sprinting 100% of the time. Sometimes it feels like it but it's not. Especially if you're jumping over railings a lot. The Amarr's regen and pool size means it will practically never see it's stamina depleted in most situations. My math is quickly supporting this. Max Regulator setup and skills 1964 Stamina 194 Which means seconds of running 30 Jumps in a row 350 stamina regen a second Just making a big jump over a hill and you recover all the stamina used for the jump and then more while maintaining speed. 1) Your jump ability is not based on stamina amount, but rather stamina percent. This means that no matter how much stamina you have, you cannot increase the amount of jumps you can perform in a row. Also it means than an equivalent stamina regen bonus won't let you regen your jumps faster because the higher stamina pool increases how much stamina it requires to jump.
2) No one is going to run max regulator, so it's silly to say the bonus would be bad because the Amarr scout would have 1964 stamina. Let me prove show you some real math. If the Amarr scout bonus were 20% per level, then the Amarr scout's new stamina with no modules would become 450, or 45 seconds of sprinting. Now let's compare
If a Gallente scout adds a complex cardiac regulator, it's stamina becomes 420 If a Caldari scout adds a complex cardiac regulator, it's stamina becomes 420 If a Minmatar scout adds a complex cardiac regulator, it's stamina becomes 441
So they are pretty much all in line, with the Amarr scout only able to sprint for 3 more seconds than the worst stamina scout. And yes, it is fair to compare an Amarr scout with bonus and no mods to other scouts with a mod slot, because if the Amarr scout wants to have comparable profile dampening, scan precision, or hacking speed it too would have to use up a module slot.
ARC Commander
CPM Info and Q&A - Status: Open
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5627
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Posted - 2014.01.20 21:30:00 -
[8087] - Quote
Cyrius Li-Moody wrote: You can't always balance stuff by the numbers without thinking about how it's actually applied in battle. I'm telling you these things as a practically full time scout. I would not direct this suit in a bad position as I know what it's like to be gimped.
I am considering how these numbers actually apply in battle, see my above post. And don't think that I have no experience whatsoever scouting. And in the end, your argument has to be more than "Look at my resume, I am right" but you actually have to provide a sound argument with data to back it up.
ARC Commander
CPM Info and Q&A - Status: Open
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Appia Vibbia
Ancient Exiles. Renegade Alliance
735
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Posted - 2014.01.20 21:33:00 -
[8088] - Quote
Ghost Kaisar wrote: . . .I'll stick with my burst sprinting though. I don't jump too much in combat.
You should really learn to hop around more. Increase survivability dramatically.
Appia Vibbia for CPM1
[email protected]
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Iron Wolf Saber
Den of Swords
12382
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Posted - 2014.01.20 21:35:00 -
[8089] - Quote
Some Initial Math is in
Max Stamina Single Sprint
AK 1031 Meters GK 761.25 Meters MK 755.5 Meters CK 557 Meters
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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Onesimus Tarsus
881
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Posted - 2014.01.20 21:36:00 -
[8090] - Quote
Aero Yassavi wrote:Cyrius Li-Moody wrote: You can't always balance stuff by the numbers without thinking about how it's actually applied in battle. I'm telling you these things as a practically full time scout. I would not direct this suit in a bad position as I know what it's like to be gimped.
I am considering how these numbers actually apply in battle, see my above post. And don't think that I have no experience whatsoever scouting. And in the end, your argument has to be more than "Look at my resume, I am right" but you actually have to provide a sound argument with data to back it up.
As a full-time scout, I've found that chocolate pudding makes a good toothpaste.
I don't date magnets, but it's difficult to deny the attraction.
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Cyrius Li-Moody
The New Age Outlaws WINMATAR.
3050
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Posted - 2014.01.20 21:41:00 -
[8091] - Quote
Appia Vibbia wrote:Ghost Kaisar wrote: . . .I'll stick with my burst sprinting though. I don't jump too much in combat. You should really learn to hop around more. Increase survivability dramatically.
Bunny hoppers break my knives
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Master Smurf
Nos Nothi
17
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Posted - 2014.01.20 21:43:00 -
[8092] - Quote
Ghost Kaisar wrote: That sounds amazing actually.
I'll stick with my burst sprinting though. I don't jump too much in combat.
And this is why I always take a cardiac and may actually use a proto now from time to time because of the additional low.
Not that I jump in combat but crossing a field to then have to jump boxes. Running into the hills and faced by terrain when being shot at. Running into an enemy after sprinting for a while.
All times when you will need more stamina.
"Shine bright like a diamond" - God's Light and Love make me dazzle
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Patrick57
Fatal Absolution Covert Intervention
4102
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Posted - 2014.01.20 21:45:00 -
[8093] - Quote
Appia Vibbia wrote:Ghost Kaisar wrote: . . .I'll stick with my burst sprinting though. I don't jump too much in combat. You should really learn to hop around more. Increase survivability dramatically. Except three consecutive jumps completely depletes your stamina.
Winner of at least 9 King ThunderBolt hate videos :D
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Ghost Kaisar
Titans of Phoenix Legacy Rising
2109
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Posted - 2014.01.20 21:46:00 -
[8094] - Quote
Master Smurf wrote:Ghost Kaisar wrote: That sounds amazing actually.
I'll stick with my burst sprinting though. I don't jump too much in combat.
And this is why I always take a cardiac and may actually use a proto now from time to time because of the additional low. Not that I jump in combat but crossing a field to then have to jump boxes. Running into the hills and faced by terrain when being shot at. Running into an enemy after sprinting for a while. All times when you will need more stamina.
My scout is made for city enviroments.
Less jumping, more sprinting around corners. Hence why I put two Complex Kincats on my suit.
If I had to, I could put on a stamina module for other terrain.
I love my new scouts flexibility.
Nothing says "F**K YOU!" like a direct Flaylock to the face.
Minmatar. In Rust we trust.
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Iron Wolf Saber
Den of Swords
12382
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Posted - 2014.01.20 21:46:00 -
[8095] - Quote
With sprint and recovery factored in at max skills
AK 7.29 m/s MK 7.81 m/s GK 7.53 m/s CK 7.49 m/s
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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Ghost Kaisar
Titans of Phoenix Legacy Rising
2110
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Posted - 2014.01.20 21:52:00 -
[8096] - Quote
Appia Vibbia wrote:Ghost Kaisar wrote: . . .I'll stick with my burst sprinting though. I don't jump too much in combat. You should really learn to hop around more. Increase survivability dramatically.
TIL Appia is actually in the chinese army
Nothing says "F**K YOU!" like a direct Flaylock to the face.
Minmatar. In Rust we trust.
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Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
579
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Posted - 2014.01.20 22:40:00 -
[8097] - Quote
Ghost Kaisar wrote:Patrick57 wrote:Ghost Kaisar wrote:I love hacking stuff.
Old habits from BF3. Taking objectives is second nature. Well, if you're a Scout here, then what were you in BF3? o_O The most badass recon in BF3 #162 in the world with the m39 EMR Top 0% for headshot distance 25% of total kills were (top 6%) Sniped out 13 helicopter pilots in combat Meet EVL_Elgost105
Some pretty impressive stats. How ever, I do feel compelled to say that I shotgunned a crew out of a helicopter and then hijacked said 'Copter.
Only happened once but it was my proudest moment
I am part shovel, part man, full scout, and a little bit special.
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Bojo The Mighty
L.O.T.I.S.
2838
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Posted - 2014.01.20 22:42:00 -
[8098] - Quote
Aren't we supposed to let this die now? Genuinely I don't know when if it is now or 1.8...... I say now since we've already well moved on
Check out latest BSOTT Guide
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Patrick57
Fatal Absolution Covert Intervention
4104
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Posted - 2014.01.20 22:46:00 -
[8099] - Quote
Bojo The Mighty wrote:Aren't we supposed to let this die now? Genuinely I don't know when if it is now or 1.8...... I say now since we've already well moved on NO
NEVER LET THIS DIE
(I'm not even a Scout :D)
Winner of at least 9 King ThunderBolt hate videos :D
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Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
579
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Posted - 2014.01.20 22:58:00 -
[8100] - Quote
Bojo The Mighty wrote:Aren't we supposed to let this die now? Genuinely I don't know when if it is now or 1.8...... I say now since we've already well moved on
Nah, we're keeping it for public relations, that kind of thing. Also, didnt you flatline?
I am part shovel, part man, full scout, and a little bit special.
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