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Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2070
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Posted - 2013.07.17 06:50:00 -
[1] - Quote
Alright, before anyone reads this and questions why certain things are the way they are, Ill be explaining briefly.
Common Amarr themes:
Slowest in movement/sprint speed Even HP values resulting in highest EHP Highest CPU/PG values Balanced slot layout 'Frontliner' combat philosophy
Amarr Scout Ak.0
Shield/Armor: 125/125 PG/CPU: 70/290 Shield Recharge Rate: 40HP/s Shield Delay: 4.0s Depleted Delay: 8.0s Stamina: 250 Stamina Recovery Rate: 20/s Movement Speed: 5.2m/s Sprint Speed: 7.4m/s Profile/Precision: 45db
2H/2L/2E 1 Grenade Slot 1 Light Weapon 1 Sidearm
Scout bonus: 5% reduction to scan profile per level Amarr Scout bonus: 5% reduction to Drop Uplink CPU/PG cost per level
Feel free to ask quesrions and make suggestions. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2071
|
Posted - 2013.07.17 13:36:00 -
[2] - Quote
Nitrobeacon wrote:Give me a reason not to go Minmatar assault instead :)
Healthy reduction to profile and Drop Uplink requirements, ?inmatar assault would light up the map, cover less ground while sprinting (180m is a lot of ground to cover), and try fitting proto Drop Uplinks without extensive reductions to your tank ability. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2072
|
Posted - 2013.07.17 17:20:00 -
[3] - Quote
Oswald Rehnquist wrote:Having the bonus to literally be for one item is pretty crippling
The reasthy I think theaCaldari and Amarr scouts have not yet been released is because EWAR has not been released yet and they might be tied in with those.
Another balance I see is that the Amarr scout should be the "heavy" scout,
Min: Assault Like (speed, damage bonus, and high slots) Gal: Pure Scout or Flanker Scout (scanning bonus, and low slots for stealth/detection)
Speculation
Cal Scout: Logi Like (negative logi team divider through EWAR) Amarr Scout: Heavy (harrasser scout, able to survive a hit and heal quickly)
Amarr Scout bonus: 5% armor regen, +10 hp rep
The main complaint of many scouts is the inability to fit Drop Uplinks without major sacrifices to their fit. Drop Uplinks, being an amarr design, fit very well with their frontliner combat philosophy, hence why they are slowerand have more EHP than any other suit. Even with higher PG and CPU, its difficult to fit gear on the proto Amarr scout as with a Prototype DU, weapons and a grenade, fitting a complex Kinetic Catalyzer puts you over the PG limit - even with all skills at 5.
Suffice to say this concept gives both homage to Amarr theme and Scout players what they want - more survivability in tandem eith fast speeds and the ability to benefit their team beyond distraction tactics. More so, its not so far as being OP or clashing with other roles, offring a unique bonus and slot layout thats specialized for a certain purpose that isnt currently fielded. Fast deployment of Drop Uplinks with a little bit more forgiveness on fitting and survivability, relying on its base HP more than resources (CPU/PG) and modules. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2072
|
Posted - 2013.07.17 17:27:00 -
[4] - Quote
Daxxis KANNAH wrote:Why so much more CPU/PG if you are getting less slots and featuring a reduction in droplinks?
I would also go lower on the HP - 110/120 and stamina should be standardized. You could give them a slightly higher regen rate if you like.
Just my opinion.
If youre referring to shield recharge thats more a Caldari theme.
Stamina regenis in line with its current competitors, but offering more stamina to go further than other scouts over longer periods of time. Its the difference between a marathon runner and a track racer, this holds true even with Assault/Logi.
HP values make sense, being even and providing a total of 250 when combined, useful when viewed with its slow speed. Lower HP than an assault, but slightly faster. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2074
|
Posted - 2013.07.17 21:21:00 -
[5] - Quote
Daxxis KANNAH wrote:Aeon Amadi wrote:Daxxis KANNAH wrote:Why so much more CPU/PG if you are getting less slots and featuring a reduction in droplinks?
I would also go lower on the HP - 110/120 and stamina should be standardized. You could give them a slightly higher regen rate if you like.
Just my opinion. If youre referring to shield recharge thats more a Caldari theme. Stamina regenis in line with its current competitors, but offering more stamina to go further than other scouts over longer periods of time. Its the difference between a marathon runner and a track racer, this holds true even with Assault/Logi. HP values make sense, being even and providing a total of 250 when combined, useful when viewed with its slow speed. Lower HP than an assault, but slightly faster. No - I meant stamina regen higher with stamina being the same as other races. Besides a Gallente suit with Kin Cat and Cardiac Reg would dust it in short and over distance but I'll concede it can work. Isnt the Gallente suit 200 HP wise, you want to be 50 HP more at just .2 m/s slower with your base offering even more advantages once you factor in shield and armor upgrade skills. Thats why I think it would need to be lower to start. Also you didnt state why it should have the premium on CPU/PG
Actually, I mentioned why in the first post. Amarr have higher CPU/PG values to accomodate for omni tanking. The HP values answer a previous question as to what this does in between placing Drop Uplinks, being formidable and maneuverable to engage in combat without usurping the Minmatar Assault role. Its lower profile giving it an edge in hit-and-run guerilla tactics with a bit more room for error than other scouts, such is the nature of the Amarr having higher survivability at the expense of speed.
To answer your inevtable question as to speed, Amarr are traditionally 0.5m/s slower than Minmatar.
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Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2074
|
Posted - 2013.07.17 21:23:00 -
[6] - Quote
Cyrille Fodeux wrote:Aeon Amadi wrote:Alright, before anyone reads this and questions why certain things are the way they are, Ill be explaining briefly.
Common Amarr themes:
Slowest in movement/sprint speed Even HP values resulting in highest EHP Highest CPU/PG values Balanced slot layout 'Frontliner' combat philosophy
Amarr Scout Ak.0
Shield/Armor: 125/125 PG/CPU: 70/290 Shield Recharge Rate: 40HP/s Shield Delay: 4.0s Depleted Delay: 8.0s Stamina: 250 Stamina Recovery Rate: 20/s Movement Speed: 5.2m/s Sprint Speed: 7.4m/s Profile/Precision: 45db
2H/2L/2E 1 Grenade Slot 1 Light Weapon 1 Sidearm
Scout bonus: 5% reduction to scan profile per level Amarr Scout bonus: 5% reduction to Drop Uplink CPU/PG cost per level
Feel free to ask quesrions and make suggestions. 1. Amarr = Armor Tanker 2. Amarr = Low Slots 3. Amarr =/= more eHP Make them more EVE like!!
1 and 2 are filled by the Gallente in Dust 514. Combat philosophy is different between the games as Gallente infantry favor lots of armor and low slots whereas Amarr favor balance/synergy both in stats and slot layouts but they do retain higher EHP values. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2076
|
Posted - 2013.07.17 22:01:00 -
[7] - Quote
Daxxis KANNAH wrote:Aeon Amadi wrote:
Actually, I mentioned why in the first post. Amarr have higher CPU/PG values to accomodate for omni tanking. The HP values answer a previous question as to what this does in between placing Drop Uplinks, being formidable and maneuverable to engage in combat without usurping the Minmatar Assault role. Its lower profile giving it an edge in hit-and-run guerilla tactics with a bit more room for error than other scouts, such is the nature of the Amarr having higher survivability at the expense of speed.
To answer your inevtable question as to speed, Amarr are traditionally 0.5m/s slower than Minmatar.
With only 4 slots you wont need it unless you want to run proto weapon s as well. The logi variant doesnt have more than Caldari /Gallente. It can have similar to Gallente or maybe 260 CPU You have given the suit too many pluses with just a .2 m/s speed negative.
All the scouuts complain they dont have enough PG/CPU and this fits with the Amarr theme, - so which is it? Do they not have enough or what? I mean, throw a Complex Kin Cat on there with one Proto weapon, a sidearm and a grenade, watch the PG disappear lol. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2112
|
Posted - 2013.07.18 15:07:00 -
[8] - Quote
Aero Yassavi wrote:Cyrille Fodeux wrote: Amarr are the true Armor Tankers or at least should be. These things should be the same as in EVE. And Amarr do not retain the higher eHP, they get them. In EVE they all have the same eHP.
I agree it would of been better if they made it match EVE, but they already sort of established that Gallente are the armor tankers of Dust and Amarr is a balanced tanker.
Kind ofdisagree as with that system damage mods would be in the low slots, making Shield tankers way more powerful then they already are. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2116
|
Posted - 2013.07.18 16:24:00 -
[9] - Quote
Cyrille Fodeux wrote:Aeon Amadi wrote:Aero Yassavi wrote:Cyrille Fodeux wrote: Amarr are the true Armor Tankers or at least should be. These things should be the same as in EVE. And Amarr do not retain the higher eHP, they get them. In EVE they all have the same eHP.
I agree it would of been better if they made it match EVE, but they already sort of established that Gallente are the armor tankers of Dust and Amarr is a balanced tanker. Kind ofdisagree as with that system damage mods would be in the low slots, making Shield tankers way more powerful then they already are. It would not because that system is balanced. If we would have active dropsuit mods it would be balanced too.
That system is balanced for Eve.
Having players run around with Shields rechargingas fast as they do, with no movement penalties and dishing out way more damage would put armor tankers in a massive hole that theyd likely never get out of. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2119
|
Posted - 2013.07.18 18:10:00 -
[10] - Quote
Cyrille Fodeux wrote:You-¦d have to take everything not just a little part of it. Shield extenders would increase the scan profile.
For all the good thats worth.
Most suits have a 2.5m scan radius, so if theyre that close youre already dead. Beyond that, no amount of scan profile will matter whenit comes to visual observation. A scout with all skills level 5 and stacked complex profile dampeners still comes up on the map when a sniper looks in his general direction. Higher scan profile isnt as crucial as you might believe.
Now, if scan profile and shieldhit box size were linked.... Thatd be a different story... |
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