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Driftward
Subdreddit Test Alliance Please Ignore
427
|
Posted - 2013.08.29 15:55:00 -
[31] - Quote
Note about things I've come across lately. Remote explosives. F*** YEAH. The most cheap freaking kills I've ever gotten. I feel dirty every time I use them, but damn those double and triple kills are satisfying. You need explosives to 3 and only demolitions 1.
Damage doesn't scale with tier on RE's so the only advantage to going adv and proto RE's is that you can carry more and have more active at once.
EWAR skills may become all the rage once 1.4 hits. Be prepared and start in on range amplification and profile dampening. Getting to level 3 in each can give a significant boost to both range (30% ie to 13m, or if you run gallente and have proto racial, ~20 m) as well as to dampening (can shield you from std active scanners, but not adv or proto as well as most passive scanning) |
IAmDuncanIdaho II
The Southern Legion The Umbra Combine
65
|
Posted - 2013.09.22 11:36:00 -
[32] - Quote
thanks for putting the time into making this. It's been a good read, thanks for the advice! |
Awry Barux
Shining Flame Amarr Empire
104
|
Posted - 2013.09.22 15:35:00 -
[33] - Quote
Driftward wrote:Note about things I've come across lately. Remote explosives. F*** YEAH. The most cheap freaking kills I've ever gotten. I feel dirty every time I use them, but damn those double and triple kills are satisfying. You need explosives to 3 and only demolitions 1.
Damage doesn't scale with tier on RE's so the only advantage to going adv and proto RE's is that you can carry more and have more active at once.
EWAR skills may become all the rage once 1.4 hits. Be prepared and start in on range amplification and profile dampening. Getting to level 3 in each can give a significant boost to both range (30% ie to 13m, or if you run gallente and have proto racial, ~20 m) as well as to dampening (can shield you from std active scanners, but not adv or proto as well as most passive scanning)
Oh and I also updated formatting on the page. No more holy block of text. Yay formatting. I also changed a bit of advice based on changes in the last update / nerfs / buffs / future proofing
Great guide . I highly recommend picking up advanced REs, because it cuts their time between being dropped and going live down from 3-4 seconds to about 2. This makes it possible to minja sprint through an enemy formation, laying down all 3 of your REs, then (potentially suicide) detonating them for a quick multi-kill. You'll probably die but the mayhem is just too fun.
Also, you say you don't like fitting a SMG with your shotgun, but I think you should revisit it. For 15 CPU and 3 PG, you get a weapon that's effective out to ~25M, easily 3x the range of the shotgun. It's also a great tool to bait your enemies into shotgun/RE zones, by peeking out of cover, tagging them with a few SMG bullets, then ducking back again. Nothing screams prey to a Duvolle AR protobear like a scout picking at him with an SMG.
At this point, for profile dampening, you need to be sub-36db or it's useless. Everyone, myself included, is rolling with the Quantum active scanner. +8 CPU usage compared to the standard version, in exchange for a 16 second target paint time and 36db precision.
Also, if you ever get bored of the shotgun, since you've already got LW Ops 4, throw 12k SP into a basic plasma cannon. PLC/RE scout is a hilarious combo. |
Kahn Zo
R 0 N 1 N
32
|
Posted - 2013.10.27 05:46:00 -
[34] - Quote
need to bump this. Great info. Going to help me out quite a bit. Updates? |
Cosgar
ParagonX
6649
|
Posted - 2013.10.27 09:13:00 -
[35] - Quote
Other weapons to consider:
-Mass Drivers are great for when you're working with a squad. With a scout's speed, you can easily flank enemies too busy fighting whatever is in front of them, fully disorienting even the most organized squads while finishing off the wounded. The breach MD is a particularly interesting choice for scouts until shotgun hit detection gets sorted out. One direct hit can wreck most suits and two will put a hurting on a heavy. It's a bit more forgiving than a shotgun since you're getting close enough that a near miss is going to deal damage and add pressure. Fire rate can be a pain, it's a bit hard to fit, and nanohives and flux grenades are an absolute must, but having that extra option is worth it.
-TAC AR is another unorthodox thing to consider, but adds more options on the more wider open maps. Again, great when flanking or behind distracted enemies, even better when you pay attention to optimal range. ~90% of the community runs with the AR so you can easily out range someone and put them down with a couple well timed head shots. I'd recommend lining up around the neck area and unload. The rifle will climb after a few shots, and go for the head. Damage mods are recommended, but you can be a little more lenient with your fittings and throw on a plate.
Scrambler Rifle could work if you don't mind fitting a PG enhancer. Like the TAC AR, you're better off running around like a sharpshooter, picking off any stragglers, but you get the extra luxury of a charged shot. One well timed head shot will put down anything below a heavy and put the serious hurt on the latter. More SP intensive than the TAC AR, but superior to it in just about every way- except range. (Until 1.7) Just be careful of overheating.
Scrambler Pistol is almost a must if you're using nova knives or the breach shotgun. SMGs are good, but a well timed headshot on a guy you just can't close the distance on is the difference between who has to pay for their next fitting. Practice with the breach, its low firing rate will train you to line up shots instead of just panic firing. After you get the hang of things, it's up to personal choice on which variant you want to use. Personally, I stick with the breach, but use the assault or burst when using dual pistols. With enough practice, you might be able to pull off some crazy stunts like leaping around someone and pop them in the dome before they have a chance to turn around.
SMGs are so underrated for just about any class- except maybe heavies. The Ishukone ASMG is a monster, even capable of surpassing the AR in DPS. It's particularly great for scouts since it plays well with strafing in close range and even capable of putting the hurt on targets just outside its optimal when you ADS. Main an ASMG and run a toxin if you're low on CPU/PG. Being able to dance around someone while unloading 160 rounds into them is an amazing experience. Use flux grenades for more fun. At least proficiency 3 recommended for maximum effect. |
Ghost Kaisar
R 0 N 1 N
680
|
Posted - 2013.10.27 14:25:00 -
[36] - Quote
Cosgar wrote:Other weapons to consider:
-Mass Drivers are great for when you're working with a squad. With a scout's speed, you can easily flank enemies too busy fighting whatever is in front of them, fully disorienting even the most organized squads while finishing off the wounded. The breach MD is a particularly interesting choice for scouts until shotgun hit detection gets sorted out. One direct hit can wreck most suits and two will put a hurting on a heavy. It's a bit more forgiving than a shotgun since you're getting close enough that a near miss is going to deal damage and add pressure. Fire rate can be a pain, it's a bit hard to fit, and nanohives and flux grenades are an absolute must, but having that extra option is worth it.
-TAC AR is another unorthodox thing to consider, but adds more options on the more wider open maps. Again, great when flanking or behind distracted enemies, even better when you pay attention to optimal range. ~90% of the community runs with the AR so you can easily out range someone and put them down with a couple well timed head shots. I'd recommend lining up around the neck area and unload. The rifle will climb after a few shots, and go for the head. Damage mods are recommended, but you can be a little more lenient with your fittings and throw on a plate.
Scrambler Rifle could work if you don't mind fitting a PG enhancer. Like the TAC AR, you're better off running around like a sharpshooter, picking off any stragglers, but you get the extra luxury of a charged shot. One well timed head shot will put down anything below a heavy and put the serious hurt on the latter. More SP intensive than the TAC AR, but superior to it in just about every way- except range. (Until 1.7) Just be careful of overheating.
Scrambler Pistol is almost a must if you're using nova knives or the breach shotgun. SMGs are good, but a well timed headshot on a guy you just can't close the distance on is the difference between who has to pay for their next fitting. Practice with the breach, its low firing rate will train you to line up shots instead of just panic firing. After you get the hang of things, it's up to personal choice on which variant you want to use. Personally, I stick with the breach, but use the assault or burst when using dual pistols. With enough practice, you might be able to pull off some crazy stunts like leaping around someone and pop them in the dome before they have a chance to turn around.
SMGs are so underrated for just about any class- except maybe heavies. The Ishukone ASMG is a monster, even capable of surpassing the AR in DPS. It's particularly great for scouts since it plays well with strafing in close range and even capable of putting the hurt on targets just outside its optimal when you ADS. Main an ASMG and run a toxin if you're low on CPU/PG. Being able to dance around someone while unloading 160 rounds into them is an amazing experience. Use flux grenades for more fun. At least proficiency 3 recommended for maximum effect.
Excellent Post.
Especially with the SMG. That thing is a beast. |
Shotty GoBang
Pro Hic Immortalis
1797
|
Posted - 2013.10.27 16:17:00 -
[37] - Quote
o/ |
Smooth Assassin
Stardust incorporation
280
|
Posted - 2013.10.27 21:28:00 -
[38] - Quote
Driftward wrote:K5 specialist shotgun (if you run out of ammo consider that a job well done, you've survived far longer than most people in scout suits) Thanks i can just deplete my ammo and restock at a supply depot. |
Driftward
Subdreddit Test Alliance Please Ignore
499
|
Posted - 2013.10.28 14:45:00 -
[39] - Quote
Kahn Zo wrote:need to bump this. Great info. Going to help me out quite a bit. Updates?
Soon (tm). Though honestly not a whole lot has changed other than perhaps how I view armor and buffer fitting. Maybe a few words on eWAR. I'll work on it.
Soonish. |
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