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Lillica Foster
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Posted - 2013.08.04 04:14:00 -
[1] - Quote
Howdy fellas. This is me throwing around ideas on Amarr scout skill bonuses based on existing scout suits. The first idea is giving an increase to scrambler pistol headshot damage per each level. This is like the damage bonus for nova knives on the min. scout. It makes potent sidearm damage for a weapon resembling the race of the suit. Surely, someone wants to shout "OP! Needs a nerf! just look at shotgunners!" Heres the thing, this damage bonus only affects headshots, which are certainly hard to get with a scrambler pistol when doing the standard scout sidestep and hop. A second nifty idea would be bonuses to drop uplinks, either max active or spawn time. Drop uplinks feel very Amarr style. On account of I'm no mathemagician anyone feeling frisky can throw down suitable numbers/stats, rave about the Amarr scouts hopefully bright future, or reject the idea altogether. I just want to see some General Discussion on Amarr scout possibilities! |
Lillica Foster
XERCORE E X T E R M I N A T U S
0
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Posted - 2013.08.04 04:18:00 -
[2] - Quote
Active scanner would be pretty nifty, but I feel that plays to the gallente more than the Amarr. Looking at existing Amarr stuff, they're fairly combat oriented. Assault bonus is to their weapons, logi suit is the only with a sidearm, and we have yet to see another heavy frame in the game. |
Lillica Foster
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Posted - 2013.08.04 04:21:00 -
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Thats also true. When you light up an area you feel proud, but without rewards its not worth much. Until maps are so large you'd benefit from knowing ahead of time if the area you want to breach is full of hostiles or not, rather than being able to guess there'll be a confrontation anyways, the scanner will not shine. |
Lillica Foster
XERCORE E X T E R M I N A T U S
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Posted - 2013.08.04 04:30:00 -
[4] - Quote
Delta, I'm almost having fun imagining this. Make it damage players in LAVs (murder taxis) and I'd accept it. At least then you can hurt them back when you're hit. |
Lillica Foster
XERCORE E X T E R M I N A T U S
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Posted - 2013.08.04 04:31:00 -
[5] - Quote
Epicsting pro wrote:What about extra armor, armor rep per lvl. Because amarr armor tank and maybe more damage per lvl. I'm feeling that an armor tanked scout won't be worth much, if you want to go hard use a heavy. Gallente also have four low slots as is, making them an option for armored scouts. |
Lillica Foster
XERCORE E X T E R M I N A T U S
1
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Posted - 2013.08.04 04:33:00 -
[6] - Quote
Decasor wrote:Lillica Foster wrote:Active scanner would be pretty nifty, but I feel that plays to the gallente more than the Amarr. Looking at existing Amarr stuff, they're fairly combat oriented. Assault bonus is to their weapons, logi suit is the only with a sidearm, and we have yet to see another heavy frame in the game. True enough, however as a Gall scout user at present, the whole stealth/scan strength situation at present is far from satisfactory. Maybe CCP needs to consider an extra dedicated equipment slot for scouts, with Gallente getting scanners and Amarr uplinks, as an example. This is actually a really good idea. Without extra equipment slots, going hard for uplinks isn't too viable because of their limitations. Perhaps trading some module slots for extra equipment slots on the Amarr scout with a bonus to drop uplink respawn time would be reasonable? |
Lillica Foster
XERCORE E X T E R M I N A T U S
1
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Posted - 2013.08.04 04:37:00 -
[7] - Quote
Delta 749 wrote:Lillica Foster wrote:Decasor wrote:Lillica Foster wrote:Active scanner would be pretty nifty, but I feel that plays to the gallente more than the Amarr. Looking at existing Amarr stuff, they're fairly combat oriented. Assault bonus is to their weapons, logi suit is the only with a sidearm, and we have yet to see another heavy frame in the game. True enough, however as a Gall scout user at present, the whole stealth/scan strength situation at present is far from satisfactory. Maybe CCP needs to consider an extra dedicated equipment slot for scouts, with Gallente getting scanners and Amarr uplinks, as an example. This is actually a really good idea. Without extra equipment slots, going hard for uplinks isn't too viable because of their limitations. Perhaps trading some module slots for extra equipment slots on the Amarr scout with a bonus to drop uplink respawn time would be reasonable? Chiming in real quick Scouts shouldnt get more equipment slots, thats what logis are for This is true... But not even one extra? What if you went with something similar to a fitting bonus in eve, so the skill reduced pg/cpu requirements of drop uplinks. This way the extra equipment slots can only be used for uplinks without making hefty sacrifices. |
Lillica Foster
XERCORE E X T E R M I N A T U S
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Posted - 2013.08.04 04:41:00 -
[8] - Quote
Nelo Angel0 wrote:If CCP makes the charge sniper an amarr racial variant. Bonus could look like. 5% decrease to charge time for charge weapons 2% increase DMG to snipers. or *tinfoil* 10% to headshots xD. If the snipers stay as is. 5% increase to sniper zoom/range (hard choice) 3% to DMG. These IMO would make the most sense. But this IS CCP were talking about Oooh, you make bring up an interesting thought. Charge sniper rifle as a placeholder for Amarr sniper rifle? This intrigues me. The super sniper idea does fit with Amarr's perceived combat focus. Also I like the idea for headshot bonuses, but applied specifically to sniper or pistol. EDIT: but we can't forget that there is already an existing scout role bonus to profile dampening. The skill in question is the Amarr scout racial bonus (min. is nova knife/melee damage, gallente is scan radius) |
Lillica Foster
XERCORE E X T E R M I N A T U S
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Posted - 2013.08.04 04:59:00 -
[9] - Quote
Yeah, I agree with you about equipment. The thing is paper-thin scouts won't have much purpose at medium-long range gunplay besides scanning if thats their skill bonus. And speaking the the heavy laser, I think it was said its a scrambler type heavy weapon. Meaning pulse lasers. Meaning I need to spec a heavy suit immediately for when I can use it! |
Lillica Foster
XERCORE E X T E R M I N A T U S
1
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Posted - 2013.08.04 04:59:00 -
[10] - Quote
True Adamance wrote:Lillica Foster wrote:Howdy fellas. This is me throwing around ideas on Amarr scout skill bonuses based on existing scout suits. The first idea is giving an increase to scrambler pistol headshot damage per each level. This is like the damage bonus for nova knives on the min. scout. It makes potent sidearm damage for a weapon resembling the race of the suit. Surely, someone wants to shout "OP! Needs a nerf! just look at shotgunners!" Heres the thing, this damage bonus only affects headshots, which are certainly hard to get with a scrambler pistol when doing the standard scout sidestep and hop. A second nifty idea would be bonuses to drop uplinks, either max active or spawn time. Drop uplinks feel very Amarr style. On account of I'm no mathemagician anyone feeling frisky can throw down suitable numbers/stats, rave about the Amarr scouts hopefully bright future, or reject the idea altogether. I just want to see some General Discussion on Amarr scout possibilities! Would make sense to see an Uplink Bonus since all uplinks are currently of amarrian make. Exactly. Also you sir, get a like. |
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Lillica Foster
XERCORE E X T E R M I N A T U S
1
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Posted - 2013.08.04 05:05:00 -
[11] - Quote
[quote=True Adamance][quote=Beren Hurin]I really think the Amarr weapon/suit doctine/meta is oriented around that mid to long range gunplay at >30m. At this range situational awareness and signature detection is very big as your suits won't be picking anything up.
Quote:
The Amarrian meta as I see it, and have discussed amongst other amarrian players and eve pilots is about being able to dictate the range of an engagement, and at the distance effectively combat the threat.
I understand what you mean by this. In both Eve and Dust, especially with the scrambler rifle and pistol, choosing range has been top priority during combat. Keeping this in mind I feel an uplink bonus is another way to dictate range of engagement, by choosing where you spawn in the first place and positioning yourself and your team at an advantage from the get go. |
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