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Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2070
|
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. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
584
|
Posted - 2013.07.17 08:56:00 -
[2] - Quote
This is actually pretty spot on. Slightly slower than the other scout suits (actually nearly identical to Minmatar Assault), balanced armor/shield but less armor than the armor-centric race (Gallente scout 130 armor) and less shield than the shield centric race (not available ATM), balanced modules but one less module than other races (Gallente and Minmatar scout both have 5 mods, this suit would have 4), more stamina (other scouts have 200 stamina, this one has 250), and more PG/CPU.
I still think it's a bit BS that Amarr gets gimped on the module slot but that's for a different discussion. Also I love the racial bonus idea, since I pretty much always carry uplinks but always a bit frustrated at how much PG/CPU they take up. Plus as an Amarrian piece of equipment it makes sense.
So pretty much I agree with you, this is almost definitely what the suit is going to be and I'd probably spec into it (already spec'd to advanced Amarr Assault and advanced Amarr Commando, so there goes another 800,000 SP because I can't seem to focus on any one dropsuit
On a somewhat related note, I like the concept design of the Amarr light frame but feel it needs the waist cape (forgot the proper name for them). And the blue highlights for the scout should not at all interfere with the gold! |
Nitrobeacon
Freek Coalition
26
|
Posted - 2013.07.17 11:15:00 -
[3] - Quote
Give me a reason not to go Minmatar assault instead :) |
Godin Thekiller
Ghost Wolf Industries Alpha Wolf Pack
393
|
Posted - 2013.07.17 11:36:00 -
[4] - Quote
I grantee you that it's bonuses will have something to do with scanners (and hopefully probes). If not, it will be pointless. Amarr and Gallente are the actual scouts, and Caldari and Winmatar are the combat scouts. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
590
|
Posted - 2013.07.17 11:48:00 -
[5] - Quote
Nitrobeacon wrote:Give me a reason not to go Minmatar assault instead :) It doesn't look like it crawled out of a dumpster |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
731
|
Posted - 2013.07.17 11:51:00 -
[6] - Quote
Aero Yassavi wrote:Nitrobeacon wrote:Give me a reason not to go Minmatar assault instead :) It doesn't look like it crawled out of a dumpster Seconded.
Duct Tape means jack all when someone is firing superheated energy beams at you. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2071
|
Posted - 2013.07.17 13:36:00 -
[7] - 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. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
590
|
Posted - 2013.07.17 13:40:00 -
[8] - Quote
Aeon Amadi wrote: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. Well to be fair, since everyone's scan radius is 10 meters nobody is lighting up on the map, at least not due to passive scanning. |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
208
|
Posted - 2013.07.17 13:50:00 -
[9] - Quote
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. |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
92
|
Posted - 2013.07.17 14:24:00 -
[10] - Quote
Having the bonus to literally be for one item is pretty crippling
The reason why I think the Caldari 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 |
|
Nocturnal Soul
Immortal Retribution
216
|
Posted - 2013.07.17 14:39:00 -
[11] - Quote
Oswald Rehnquist wrote:Having the bonus to literally be for one item is pretty crippling
The reason why I think the Caldari 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 though i'd love to see that it just screams op but if it happens im spec-ing into the amarr scout |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2072
|
Posted - 2013.07.17 17:20:00 -
[12] - 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 -
[13] - 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. |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
92
|
Posted - 2013.07.17 20:16:00 -
[14] - Quote
Aeon Amadi wrote: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.
If Amarr are going to be slow, their role as drop uplink setters are going to be diminished, people use Min logi or min scout to do drop link runs entirely due to their speed and due to the fact that uplinks are a very slow and constant way to earn sp, so its better to then switch to another suit after. Also if your drop uplink requires you have a lot of hit points to place, you are placing it in the wrong area.
What you suggest will attract some people to the Amarr scout but only for the first clone before going to there main. Min scouts damage boost and speed makes it a semi assault class (damage/speed is in constant need), gal scouts detection requires constant surveillance of the area (and eventual points for that), the Amarr scout here just needs to drop his load and he is done, unless he is going to have killer stats, the inbetween will be rather interesting for this suit.
But I do agree with you that the lore is fine, its just the role he will fill inbetween drops is what I question. |
Hecarim Van Hohen
Bullet Cluster
72
|
Posted - 2013.07.17 20:35:00 -
[15] - Quote
Cynic in me says that with two equipment slots this would do Amarr logis job with little dificulty, and way better...
But, this is a nice thread and I support this idea on it's base form, have a plus :) |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
212
|
Posted - 2013.07.17 20:50:00 -
[16] - Quote
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 |
Cyrille Fodeux
Ostrakon Agency Gallente Federation
32
|
Posted - 2013.07.17 21:06:00 -
[17] - Quote
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!!
|
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2074
|
Posted - 2013.07.17 21:21:00 -
[18] - 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.
|
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2074
|
Posted - 2013.07.17 21:23:00 -
[19] - 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. |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
212
|
Posted - 2013.07.17 21:37:00 -
[20] - Quote
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 weapons 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. |
|
Niuvo
The Phoenix Federation
261
|
Posted - 2013.07.17 21:45:00 -
[21] - Quote
It's going to be epic once the racial suits and weapons come out. There's going to be more diversity. I
'm Amarr, would it matter if I choose Amarr scout? Bonus perhaps while using Amarr weaponry? A slight bonus so you won't be crippled into just using your races's weapons. For example, the Gallente knife looks better then the Amarr. So I would personally like the Gal knife and ditch say a 3% bonus on something.
That pic with all the racial suits is funny! There's something about seein all the races with all their roles funny. Minmatar reclying brothers. Slim and trim Gal, Church going Amarrians and Faceted-helmet Caldari. The heavies look awesome too, Can't wait to sink my blades into them loll |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2076
|
Posted - 2013.07.17 22:01:00 -
[22] - 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. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
594
|
Posted - 2013.07.18 00:31:00 -
[23] - 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. All Amarr suits currently have less slots yet more CPU/PG and also higher stamina. |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
216
|
Posted - 2013.07.18 01:25:00 -
[24] - Quote
Aeon Amadi wrote: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.
Well if your setup is in light of other scouts getting more power (which I am in favour of) as well then I have no problem with it. I am just not sure they will go that high but I would love it. |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
216
|
Posted - 2013.07.18 01:29:00 -
[25] - Quote
Aero Yassavi 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. All Amarr suits currently have less slots yet more CPU/PG and also higher stamina. Armor and shield is also balanced.
Amarr Logi |
Cyrille Fodeux
Ostrakon Agency Gallente Federation
32
|
Posted - 2013.07.18 13:20:00 -
[26] - Quote
Aeon Amadi wrote: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.
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.
|
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
611
|
Posted - 2013.07.18 13:31:00 -
[27] - Quote
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. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2112
|
Posted - 2013.07.18 15:07:00 -
[28] - 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. |
Cyrille Fodeux
Ostrakon Agency Gallente Federation
32
|
Posted - 2013.07.18 15:25:00 -
[29] - Quote
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. |
Scheneighnay McBob
Tribal Band Dust Mercenaries Immortals of War
2390
|
Posted - 2013.07.18 15:39:00 -
[30] - Quote
Aero Yassavi wrote:Nitrobeacon wrote:Give me a reason not to go Minmatar assault instead :) It doesn't look like it crawled out of a dumpster Have you seen the amarr scout? Yellow spray paint doesn't make a suit look good.
Btw, why do amarr have even slots, along with shields and armor? Shouldn't they be armor tanks? |
|
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
616
|
Posted - 2013.07.18 15:41:00 -
[31] - Quote
Scheneighnay McBob wrote:Aero Yassavi wrote:Nitrobeacon wrote:Give me a reason not to go Minmatar assault instead :) It doesn't look like it crawled out of a dumpster Have you seen the amarr scout? Yellow spray paint doesn't make a suit look good. Btw, why do amarr have even slots, along with shields and armor? Shouldn't they be armor tanks? http://imgur.com/sUmwLWh Looks pretty sexy to me, easily the best |
Cyrille Fodeux
Ostrakon Agency Gallente Federation
32
|
Posted - 2013.07.18 16:11:00 -
[32] - Quote
Scheneighnay McBob wrote:Aero Yassavi wrote:Nitrobeacon wrote:Give me a reason not to go Minmatar assault instead :) It doesn't look like it crawled out of a dumpster Have you seen the amarr scout? Yellow spray paint doesn't make a suit look good. Btw, why do amarr have even slots, along with shields and armor? Shouldn't they be armor tanks? At least one more who thinks that!!
|
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2116
|
Posted - 2013.07.18 16:24:00 -
[33] - 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. |
Cyrille Fodeux
Ostrakon Agency Gallente Federation
32
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Posted - 2013.07.18 17:00:00 -
[34] - Quote
Aeon Amadi wrote: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. You-¦d have to take everything not just a little part of it. Shield extenders would increase the scan profile.
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Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2119
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Posted - 2013.07.18 18:10:00 -
[35] - 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... |
Cyrille Fodeux
DUST University Ivy League
32
|
Posted - 2013.07.18 21:28:00 -
[36] - Quote
Aeon Amadi wrote: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... Something has to be done to this in general.
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Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
92
|
Posted - 2013.07.19 00:43:00 -
[37] - Quote
Aero Yassavi 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. All Amarr suits currently have less slots yet more CPU/PG and also higher stamina. Armor and shield is also balanced. Oswald RehnquistIf Amarr are going to be slow, their role as drop uplink setters are going to be diminished, people use Min logi or min scout to do drop link runs entirely due to their speed and due to the fact that uplinks are a very slow and constant way to earn sp, so its better to then switch to another suit after. Also if your drop uplink requires you have a lot of hit points to place, you are placing it in the wrong area. wrote: You're thinking of the uplink provider in only one aspect. Not everyone who uses uplinks uses them to place them in some well hidden area for the team to spawn and attack from. I run uplinks in my Amarr Assault suits and will place uplinks closer to the combat, this way I can continue attacking the enemy while defending my uplink at the same time and getting reinforcements in the action faster. Also the Amarr scout wouldn't be ridiculously slow, it'd be in-line with the Minmatar assault.
The racial scout speed calculation is racial assault suit speed +.4/.5, so the amarr scout is not going to rely on speeds to defend itself by any means.
Also the inbetween drop uplinks is the main problem, scouts can''t function long on the front lines for too long, you can drop it behind your team mates to get extra points, which is what I do as a scout, but you are going to have to rely on something else, since the bonus is not to damage, speed, or detection, of of which are used the entire time, but a drop uplink bonus means that the bonuses has sporadic utility. The only way to justify this would be to give the suit killer stats.
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OZAROW
A.N.O.N.Y.M.O.U.S. League of Infamy
194
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Posted - 2013.07.19 11:49:00 -
[38] - Quote
If proto had 2/2 high an low would advanced have 1/1? What would basic have? 2 guns an a equipment slot? I think your specs are good an the 125/125 is good an the speed on core stats but as far as it seems I think proto of 2/2 will hurt you once you try it because my mini has 3/2 for proto an it barely seems to be enough against AR proficiency an good snipers , plus the proto pg CPU is crap on mine but yours is higher than mine with 3/3 pg CPU an that's your stock do with your upgrades high it could work well for complex shields an runners an bombs an links but it's almost like a mini assault movement an speed on the basic. Idk could be interesting but u might want another low slot incAse of other amars smashing ur shields Well thought out concept an fairness but I think once you run it you'll want more slots |
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