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Yun Hee Ryeon
Dead Six Initiative Lokun Listamenn
205
|
Posted - 2013.08.29 01:42:00 -
[1] - Quote
Currently, the scout is widely regarded as the most underpowered of suit types. We have fewer fitting options and weaker defenses than any other dropsuit class, and there are those who claim that we have no remaining advantages at all.
These people are fools, and should be made to die on your knives as often as possible.
This is a guide for survival and success in this most underestimated, yet exhilarating, of roles. I will be starting with my own preferred tactics and fit, and invite other veteran scouts to do likewise.
Basics:
Many will argue that the scout's role has been almost subsumed by the logistics suit. It's not true, but it's close. The single great, nigh-unique advantage that scouts possess is a potent skill-based stealth modifier. In all else-- firepower, speed, whatever-- we can be matched, or nearly matched, by something else, usually in the form of a logistics suit.
(Technically, we can also be nearly matched in stealth, with the right fit.)
And yet, for my money, the scout/infiltrator is the single most entertaining role on the field.
The scout/infiltrator is the "go there, get stuff done" suit. It's fast, it's quiet, and that's about all it really has to be. The rest is all gravy-- delicious, delicious gravy. So, let's get to it.
1. Much like Garrett of the "Thief" games, "YOU ARE NOT A TANK."
This cannot be emphasized enough. Unless you get lucky and run into a logi who's fitted a sniper rifle, every fight you get into will be a desperate one. It doesn't matter that you have a shotgun or that the hostile is in a militia assault fit; at best, that just puts you on roughly level ground, which you still don't want. It DOES matter if you can down them in a couple hits and have an automatic weapon-- but that's not really a fight, is it?
As a scout, that last is exactly the sort of fight you want: the sort that's over, in your favor, before it begins. Everything else is to be avoided-- which is a problem, because redberries tend to be damned persistent.
As a rule, if you are spotted, your top priority should be escape. "Escape," in this context, often will have to just mean that when you strike, it is with impunity for as long as it takes to make the target dead. This can mean looking straight down the barrel of a pursuer's assault scrambler, so long as the next sound out of your speakers is your remote explosive detonator saying, "beep."
You are not a front-line fighter, ever. If you need to throw your body on a problem, you'd be well-advised to switch to an assault suit first.
2. "Deaths for all ages and occasions!"
... or malicious pranks, at least. Somebody who's going to be going all over the map, which a good scout should be, needs to be prepared for what's out there. Sometimes that means fighting off a roaming LAV hell-bent on running you flat. Sometimes it means sneaking up on a sniper. Sometimes it means teaching a heavy some humility. Sometimes it means throwing caution to the wind and rushing to flank the guys who have the combat elements of your squad pinned down. Sometimes it just means scaring the hell out of a high-end tank.
What I'm getting at is that you cannot usually afford to have a lot of highly-specialized fits, except for your primary role, which is "mixed-media troublemaker." If you die out in the boonies or deep in enemy territory, it's going to be a long walk to get back. Try to give yourself a fighting chance against anything you can't run away from.
3. Stealth is your all. Do not give yourself away lightly.
Again, what can see you can probably kill you, so try not to reveal your position when you don't have to. Simple and problematic as that. Especially, when somebody stops and offers you a ride in their zippy but oh-so-obvious LAV?
Don't get in. Same with dropships.
4. You're a scout. Act like it.
A scout/infiltrator is a scout, not a lone wolf. Have a mic and relay interesting stuff you notice, whether it's in your vicinity or not. The rest of your squad is likely too busy killing people to notice, but tips like "Enemy hacking the eastern CRU; too far away for me to stop it" is pretty crucial information, as is "blaster Gunnlogi entering the city south of Alpha."
5. Skirmish is your bread and butter. It's also your oxygen.
You don't really want a match type where everybody is always concentrated in one area or where they have nothing better to do than look for stragglers to shoot (you're not technically a straggler, but you'll do just fine for target practice). You DO want a match type where you can make your sneaky self useful, and where people have important things to attend to that will have them turning their backs to the rest of the world for several seconds at a time. |
Yun Hee Ryeon
Dead Six Initiative Lokun Listamenn
205
|
Posted - 2013.08.29 01:42:00 -
[2] - Quote
Sample fit: "Minja" scout
This suit is the best example of the "mixed-media troublemaker" strategy I've been able to come up with to date. It's all about being able to cover a lot of ground quickly and quietly, and make a menace of yourself once you arrive.
Dropsuit: basic (if you can get it fitted satisfactorily) or advanced Minmatar scout.
Light weapon: shotgun. Quality matters minimally unless you're up against a heavy. Sidearm: nova knives, advanced
Grenade: standard or packed AV grenades, whatever level your skill, fitting, and budget will bear Equipment: remote explosives, advanced
High-power slots: shield extenders (this may change if CCP starts making these affect your profile) Low-power slots: biotic upgrades - kinetic catalyzer x1 for sprint speed, cardiac regulator x1 to maintain it, advanced for preference
Strengths: scary-fast, gets everywhere before anybody expected it to be there. Quiet enough that few will see it coming, but hits tremendously hard. Able to give all infantry and most vehicle types a hard time at close range.
Weaknesses: weak against opponents it can't reach. Enemies on rooftops and in dropships are a problem + will generally have to be baited into descending.
Notes:
* the shotgun is a backup and emergency weapon rather than primary ordinance. Its firepower is high enough to seem to invite direct confrontation, but the suit's weak defenses make that a risky tactic. Also, and never, ever, forget this: it's powerful enough to be feared and its sound is both highly distinctive and LOUD. You have very few shots before everybody in close proximity starts looking for the shotgunner.
* nova knives are a very powerful but somewhat tricky-to-use weapon. DUST's movement mechanics allow clone soldiers to backpedal nearly as fast as you can advance, so a backpedaling assault suit with an SMG will gun you down before you can close range. Also, the hit detection on retreating targets is dubious. However, they have a nice, wide attack that seems to cover at least a 90 degree arc in front of you; don't worry about that paranoid hacker zig-zagging away in front of the console.
* the knife attack is a very quick, but not instantaneous, one-two; you can hit one target with both, hit with one and miss with the other, or hit two separate targets. The results are occasionally hilarious.
* use advanced knives, charged, for best balance of economy and power. There's a huge difference between the tiers. Standard are too weak to bother with, advanced one-hit most targets if they're charged, and Ishukone (prototype) are overkill for most purposes unless you're using them uncharged. This may change with the coming armor upgrades.
* the nova knife is a true stealth weapon-- the only one in the game. Everybody turns towards the sound of a shotgun, but nova knives are all but silent. Few opponents will even understand what killed them for a few seconds if they get nova knifed from behind. Hackers and snipers are favorite prey. You can cut down whole sniper teams cozied up on a ledge, one after another.
* in planetary conquest matches, do not attempt to use nova knives if you have teammates within reach unless you want the most embarrassing team-kill ever.
* all of the above said, about half of your kills will come from the remote explosives. Using advanced cuts down their time to go "live" to about two seconds, which means you can use yourself as bait for a charging hostile rather than being restricted to using them as pre-set traps. Use them freely, ruthlessly, and creatively, and try to have some member of your squad carry nanohives so you can resupply if the supply depots get blown up.
* LAV drivers are arrogant so-and-sos. The AV grenades should let you kill the weak and drive off the strong without having to dodge around for more than a few seconds at a time (and you should develop dodging them to an art form as a matter of basic survival). Always remember that an AV grenade on the ground is still active for several seconds, so you can bait aggressive drivers into running over them. You can use RE's this way, too, but the blast is hard to time manually.
* in combination, the AV grenades and remotes are potent against tanks. The forge gun may be the game's premier AV weapon, but nothing beats the shock value (or the alpha strike) of three remote explosives going up under a tank all at once. They can one-shot a militia tank, and even experienced players are often astonished at the damage output. If you use them to supplement other AV an advanced tanker was just shrugging off, and then start hucking grenades, you may find yourself with a kill WAY above your weight class.
Comments and critiques are, of course, welcome. I will be modifying and adding to this topic over time. |
Yun Hee Ryeon
Dead Six Initiative Lokun Listamenn
205
|
Posted - 2013.08.29 01:46:00 -
[3] - Quote
[reserved for future entry]
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Yun Hee Ryeon
Dead Six Initiative Lokun Listamenn
205
|
Posted - 2013.08.29 01:54:00 -
[4] - Quote
[reserved for future entry] |
BARDAS
DUST University Ivy League
379
|
Posted - 2013.08.29 05:39:00 -
[5] - Quote
Excellent guide, however, may I make a few suggestions as someone who runs a very similar build? Even though you may take Nova Knives at Advanced level you still want to level them up to Operations 5 and take the +3% a level damage skill directly after it to at least 3. Why? Because each level of Operations reduces the charge time for the knives by 5% which is very important if you want to get off a stab quickly and extra damage for the other skill is always welcome.
My other suggestion would be to pair it with an SMG instead because Shotgun and Nova Knives are both close range weapons. SMG's are close to Medium range so if someone notices you, you are able to apply damage from a greater distance and don't have overlapping fields of fire. For that take Operations to 5 and Sharpshooter to at least 3 to tighten up your shot grouping.
Otherwise, everything else looks good to me. +1 |
Varoth Drac
the unholy legion of darkstar DARKSTAR ARMY
0
|
Posted - 2013.08.29 12:04:00 -
[6] - Quote
Good guide, I use a very similar setup myself. As has been said I recommend smg rather than shotgun. Not only because of the longer range but also because many times I have found myself in the situation where the knives have left my opponent with only a small amount of armor remaining but has backed out of range of the knives. It's much easier to finish them off with some smg spray and pray than the shotgun. Don't get me wrong, shotguns are great, but the light minm shotgun fit is another fit entirely (and very effective).
Other than that the fit is identical to my knife one. Remote explosives ftw! |
Yun Hee Ryeon
Dead Six Initiative Lokun Listamenn
208
|
Posted - 2013.08.29 14:54:00 -
[7] - Quote
Thank you for your input, gentlemen. I'm interested that I've got two of the exact same suggestion-- and that it's to use a sidearm as my primary.
On the nova knife skilling suggestion: that's pretty much exactly my skill pattern (that. and I'm working on perfecting my Minnie scout suit skill for the damage boost). Thank you for reminding me that I need to do a "character build" section.
I'm aware the shotgun and knives combination is unorthodox, but I find that I use them in entirely different ways.
I may give the SMG a try. Historically, I've found its difficulties penetrating shields frustrating. My loadout used to pair an AR with the knives, but I found myself losing too many close-range fights, which tended to be the most common sort I got into. Due to the difficulty of aiming and ease of avoidance, I only count the nova knives as a "close range weapon" under either surprise or desperate circumstances; otherwise, they're a highly-efficient stealth-kill weapon.
Basically, I favor the shotgun for fighting, the knives for murder. |
Reav Hannari
Red Rock Outriders
1052
|
Posted - 2013.08.29 15:02:00 -
[8] - Quote
Scouts are a secondary, but highly entertaining, role for me. That means I'm no where near an expert on the role but I have been spending more time in it trying to get good. I also tend to be an anti-social lone wolf type, but that's a personal issue.
I run an advanced Minmatar Scout suit with TAC-AR and SMG and either uplinks for magically spawning waves of unsquaded blueberries or an active scanner for hunting down potential targets. I'm loving the active scanner even though it currently nets me zero WP compared to the top of match points I earn with good uplink placement.
I travel with SMG in hand to quickly dispatch any surprises I may come across. My goal is to hack, hack, hack and then kill any pesky outliers. The TAC-AR is used as a mini-sniper rifle where I'm just out of range of most frontline weapons. It has just enough range to kill the reds and have most of their shots miss, if they even see me. I love standing there lining up head shots on heavies watching their rounds fly past me.
When the objectives are firmly in our hands I head to the hills to kill off snipers.
I'm looking forward to seeing what 1.4 brings us although I may have to start finding squads again. |
Shotty GoBang
Intara Direct Action Caldari State
695
|
Posted - 2013.08.29 15:57:00 -
[9] - Quote
Love it! Start to finish, beautifully done. |
XANDER KAG
Red Star. EoN.
235
|
Posted - 2013.08.29 18:48:00 -
[10] - Quote
Hmmm... I'll have to try this when I get a bit more sp. I've been needing another thing to skill into and it looks fun. |
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BARDAS
DUST University Ivy League
379
|
Posted - 2013.08.29 21:28:00 -
[11] - Quote
Yun Hee Ryeon wrote:Thank you for your input, gentlemen. I'm interested that I've got two of the exact same suggestion-- and that it's to use a sidearm as my primary.
On the nova knife skilling suggestion: that's pretty much exactly my skill pattern (that, and I'm working on perfecting my Minnie scout suit skill for the damage boost). Thank you for reminding me that I need to do a "character build" section.
I'm aware the shotgun and knives combination is unorthodox, but I find that I use them in entirely different ways.
I may give the SMG a try. Historically, I've found its difficulties penetrating shields frustrating. My loadout used to pair an AR with the knives, but I found myself losing too many close-range fights, which tended to be the most common sort I got into. Due to the difficulty of aiming and ease of avoidance, I only count the nova knives as a "close range weapon" under either surprise or desperate circumstances; otherwise, they're a highly-efficient stealth-kill weapon.
Basically, I favor the shotgun for fighting, the knives for murder.
I can't speak for all of us, but I pack Flux Grenades for this reason. My current favorite fit costs 26.6k ISK each as seen below on an ADV Minmatar Scout suit. If you wanted you could drop the SMG down to a STD and up the Novas to Proto and it would only cost $3k more each suit. I do plan on eventually going and snagging the shotgun tree though. I forget names but I have seen some very very very skilled Minny Scouts just absolutely dominating everything with a Shotgun with speeds in excess of 11 to 12m/s it looked like(I go almost 10 and they were sprinting way faster than I was going).
Quote:My Current Favorite: Highs: 2x Basic Shield Extenders
Lows: 2x Enhanced Kinetic Catalizers
Weapons: M209 Assault SMG & ZN-28 Nova Knives
Grenades: Flux Grenades
Equipment: Remote Explosives |
Yun Hee Ryeon
Dead Six Initiative Lokun Listamenn
210
|
Posted - 2013.08.29 22:42:00 -
[12] - Quote
New entry: a couple scout-specific dirty tricks.
BARDAS wrote:I can't speak for all of us, but I pack Flux Grenades for this reason. My current favorite fit costs 26.6k ISK each as seen below on an ADV Minmatar Scout suit. If you wanted you could drop the SMG down to a STD and up the Novas to Proto and it would only cost $3k more each suit. I do plan on eventually going and snagging the shotgun tree though. I forget names but I have seen some very very very skilled Minny Scouts just absolutely dominating everything with a Shotgun with speeds in excess of 11 to 12m/s it looked like(I go almost 10 and they were sprinting way faster than I was going).
I'd probably be more interested in flux if I didn't use the AV so much. Explaining to people with Blood Raider Sagas that trying to run people over isn't nice is one of my favorite things to do between objectives.
As for shotguns: yes, those fits are very effective. The Minnie scout's speed works very well with anything that needs close range to work well. I personally prefer endurance to pure speed; it's not often that I end up trying to chase down another scout, but I spend a lot of time doing cross-country. |
Fox Gaden
Immortal Guides
1073
|
Posted - 2013.09.18 15:27:00 -
[13] - Quote
Great guide.
I have been playing with a Gallente Scout fit which includes SMG, Advanced Swarm Launcher, Remote Explosives, and Locus Grenades.
Swarm Launcher: With the change to the Ammo Capacity skill, you can carry enough ammo to take out a few vehicles before you run out, and with the speed of the scout suit you can usually find a Nano Hive or Supply Depot. Besides, this is not the only trick up your sheave with this fit.
Locus Grenades: With a Swarm Launcher you donGÇÖt need the AV grenades. While I mostly just killed myself with Locus Grenades when I started playing dust, I have gotten the hang of cooking them now, and have gotten some nice Grenade kills recently.
Remote Explosives: Been covered very well in this guide. I will have to look into upgrading to Advanced. I was not considering the initiation time, but I have still had some success with laying traps.
SMG: Most kills with it are aiming down the sites for a head shot from behind an immobile target. (Hackers, or people trying to line up a shot.) Testing confirms that you donGÇÖt want to get into a fire fight with in a Scout suit. However the SMG is good for getting a RedGÇÖs attention when you want to lure him onto your Remote Explosive. |
Yun Hee Ryeon
Dead Six Initiative Lokun Listamenn
265
|
Posted - 2013.09.18 17:40:00 -
[14] - Quote
Making a couple of alterations now that I've gotten accustomed to the ins and outs of 1.4. I'll move most of what I edit out down below in case someone might still find it useful.
(Replaced by SMG) wrote:Light weapon: shotgun. Quality matters minimally unless you're up against a heavy.
...
* the shotgun is a backup and emergency weapon rather than primary ordinance. Its firepower is high enough to seem to invite direct confrontation, but the suit's weak defenses make that a risky tactic. Also, and never, ever, forget this: it's powerful enough to be feared and its sound is both highly distinctive and LOUD. You have very few shots before everybody in close proximity starts looking for the shotgunner.
(Rendered obsolete by increased hostile deadliness in 1.4) wrote:Fox Hunt
Ingredients:
Advancing hostile offensive force Scout suit (easiest with Minmatar) Biotics for speed and endurance Decent navigational sense Abundant chutzpah (optional, but desirable) Remote Explosives
You remember how I said not to throw your body on a problem? Well, there are exceptions to everything.
Say there's an intense battle for the objective you're at, and your side looks likely to lose. If the red dots keep advancing in force, their victory is inevitable, so ...
Red dots, generally (dots in general, I suppose) have a bad habit of developing tunnel vision when they think they've got an easy kill. This can work to your advantage (or your team's, anyway). Find the middle of the battle and just dash right through the middle of the hostile line. If you get a good opportunity to drop an RE in the middle of their position as you run, take it, but for God's sake keep moving. Attract all the attention you can and just keep running and evading for as long as possible.
Every second every individual enemy spends shooting at the evasive will-o'-wisp bobbing around in front off them and presumably off to do something nefarious is a second that same enemy isn't shooting at your side, which means a second your team has to respawn, reinforce, regroup, retaliate-- whatever it needs to do. Don't even bother shooting at people. Keep the reds busy for as long as possible; make them pay for every shot they take at you with additional seconds that null cannon will be firing on their MCC.
This can also work offensively, drawing hostiles out of cover by giving them a target to shoot at that's relatively irrelevant to the push.
Obviously, this move is usually suicidal. If only a couple pursue, drop an RE in a bottleneck and blow them into their next clones. If you get a full squad (or two-- it happens!), just keep going as long as you can and try to take as many of them with you as possible if and when they corner you. Remember, RE's can be triggered while on your way to the ground, mortally wounded, and HMG's will fail to kill you outright about two thirds of the time.
Boom. |
Fox Gaden
Immortal Guides
1074
|
Posted - 2013.09.18 17:58:00 -
[15] - Quote
I think Fox Hunt can still be done, you just need to adjust for changes in 1.4.
Instead of running through the fight, fire at them from the edge of the fight. Pick a spot where cover is available so you can duck behind it as soon as you get their attention. Make sure they know you are there, but donGÇÖt give them a clear shot to kill you. If they give chase, run from cover to cover. These corners are also good places to drop remote explosives. |
Yun Hee Ryeon
Dead Six Initiative Lokun Listamenn
265
|
Posted - 2013.09.18 18:01:00 -
[16] - Quote
Fox Gaden wrote:I think Fox Hunt can still be done, you just need to adjust for changes in 1.4.
Instead of running through the fight, fire at them from the edge of the fight. Pick a spot where cover is available so you can duck behind it as soon as you get their attention. Make sure they know you are there, but donGÇÖt give them a clear shot to kill you. If they give chase, run from cover to cover. These corners are also good places to drop remote explosives.
Agreed, but (1) that's always been good advice for staying alive when pursued and (2) it used to be that you could keep half a team occupied for tens of seconds even when surrounded and pursued across open ground just by dodging like a mad fool.
Now? Not so much.
Also, hostiles tend to be less enthusiastic about pursuing someone who ducks behind cover if they're being shot at from elsewhere. |
Yun Hee Ryeon
Dead Six Initiative Lokun Listamenn
265
|
Posted - 2013.09.18 18:55:00 -
[17] - Quote
Added section on specific equipment, in no particular order. May organize it at some point. |
Fox Gaden
Immortal Guides
1076
|
Posted - 2013.09.19 14:40:00 -
[18] - Quote
CCP Logibro wrote:Sinboto Simmons wrote:Well since I'm here and logibro seems to be posting may as well take a crack at it.
Are there any planed fixes for scouts, demolition speced explosives, and missle tanks planed for 1.6? First two are on the to do list, but with no date yet. Last one would be part of the vehicle rebalance. I guess that is good news for Scouts, although still possibly a ways out time wise. (I added the underlines.) |
Reav Hannari
Red Rock Outriders
1360
|
Posted - 2013.09.19 14:47:00 -
[19] - Quote
It's so satisfying to be an infiltrator bastard, sneak behind the enemy, hack and uplink, and then watch the tide of battle completely shift. |
Yun Hee Ryeon
Dead Six Initiative Lokun Listamenn
268
|
Posted - 2013.09.20 02:08:00 -
[20] - Quote
Reav Hannari wrote:It's so satisfying to be an infiltrator bastard, sneak behind the enemy, hack and uplink, and then watch the tide of battle completely shift. Oh, right-- uplinks. Thank you for the reminder. |
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Awry Barux
Shining Flame Amarr Empire
73
|
Posted - 2013.09.20 04:43:00 -
[21] - Quote
I'd just like to point out that the new lab socket is a nova knifer's wet dream. It's a great socket- it has 1000 places from which to jump down behind the enemy, as well as numerous short hallways and corners. There's lots of fun vertical play, i.e. let someone see you, then run up the central stairs near A. Jump right off the balcony, sprint up those same stairs, and you'll usually find your prey walking forward and not looking behind them. If, like me, you abandoned nova knifing in a fit of ragequit, it's worth trying it out again next time you're skirmishing in the lab. I just ran positive twice in a row, a feat I've never managed nova knifing before even once. |
Matticus Monk
Ordus Trismegistus
464
|
Posted - 2013.09.20 08:31:00 -
[22] - Quote
Excellent post! Very well written and thought out, thanks very much!
I have really been goofing with my fits a lot in 1.4.... and have yet to find the sweet spot for a suit that can serve as my general all purpose suit for the match. Between sheilds v.s. precision enhancers in the high slots, and range extenders v.s. kin/cats or stamina mods in the low, it's a mass of confusion.
I run a STD Gallente scout for the moment and about the only thing that stays constant is the SMG and M1 locus nades. I can say that in terms of objective coverage, I tend to have pretty good luck with the passive scanning and then cooking the nades to get a few unsuspecting kills. It allows me to wreak havoc similar to using remote explosives but still carry an uplink to help turn the tide of battles. Many a time a foolish merc has walked around a corner into a waiting grenade. Of course, I sacrifice AV so that is the downfall....
I highly recommend getting the range/precision skills up - there is really something to be said for passive scanning as it doesn't give your enemy any warning that you are looking for them, or have seen them and laid a trap already. The active scanners let your enemy know you are hunting for them.
Also, and maybe this is common knowledge, don't ever let your stamina get down to lower than 25 or even 50%.... nothing is worse than running into an unexpected enemy after your tapped out and can't escape. As you mentioned, running away is an important part of being a bastard.
|
Turtle Hermit Roshi
Famous.OTF Only The Famous
22
|
Posted - 2013.09.21 04:29:00 -
[23] - Quote
Yun Hee Ryeon wrote:Notes on Specific Equipment
Drop Uplinks
The "other" standard scout equipment.
These things are nasty in a terrain control war, and I can very easily see the motivation for carrying a heavy squad in your pocket. That said, I still can't find a squad of heavies willing to try out my "suicide teleport" scheme, where you effectively have a whole squad of heavies keel over in a well-secured side of the map and pop right up again behind enemy lines. Such fun!
... Pity they're always such sticks-in-the-mud about voluntarily dying.
If someone manages to get five heavies together willing to put this sort of plan into action, be sure to let me know how it works.
For my own part, I consider uplinks to be a better piece of equipment for the assault troops than they are for me. I'm so accustomed to remote explosives that when I run uplinks I start slinging the damn things down in front of charging heavies and trying to blow the hostiles up with them.
i think i know enough hit me up in game via msg ill get **** together cus im down |
Yun Hee Ryeon
Dead Six Initiative Lokun Listamenn
271
|
Posted - 2013.09.22 16:01:00 -
[24] - Quote
Turtle Hermit Roshi wrote:i think i know enough hit me up in game via msg ill get **** together cus im down
Actually, my drop uplink skills bite rocks. You're probably better off with someone who actually runs the damn things.
If you get to try it out, do let me know how it goes, though! |
Quil Evrything
DUST University Ivy League
179
|
Posted - 2013.09.24 17:38:00 -
[25] - Quote
Fox Gaden wrote: Locus Grenades: With a Swarm Launcher you donGÇÖt need the AV grenades.
.... unless you're looking at a Madrugar. Then every little bit helps.
|
Quil Evrything
DUST University Ivy League
179
|
Posted - 2013.09.24 17:45:00 -
[26] - Quote
Yun Hee Ryeon wrote:
Active Scanners
Extremely useful if you're spotting for a squad; pure evil if you're trying to stay hidden. Their users are almost never alone, so if you're attempting solo infiltration of hostile territory and get pinged by one of these, you may either find somewhere else to be or consider yourself functionally deceased. Profile Dampening 3 and Scout Dropsuit (of your choice) 4 is enough to drop your profile below the ability of advanced scanners to detect (scan resolution 36); this should be a training priority.
Suggested tweak: dampening is a x3 skill. suit is x8. If stealth is the goal, anyone sensible would aim for dampening 4, scout 3, rather than the other way around. 'course, there are other bonuses to the suit skill. But still... I think you should at least mention that either way is viable.
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Yun Hee Ryeon
Dead Six Initiative Lokun Listamenn
277
|
Posted - 2013.09.24 19:08:00 -
[27] - Quote
Quil Evrything wrote:Yun Hee Ryeon wrote:
Active Scanners
Extremely useful if you're spotting for a squad; pure evil if you're trying to stay hidden. Their users are almost never alone, so if you're attempting solo infiltration of hostile territory and get pinged by one of these, you may either find somewhere else to be or consider yourself functionally deceased. Profile Dampening 3 and Scout Dropsuit (of your choice) 4 is enough to drop your profile below the ability of advanced scanners to detect (scan resolution 36); this should be a training priority.
Suggested tweak: dampening is a x3 skill. suit is x8. If stealth is the goal, anyone sensible would aim for dampening 4, scout 3, rather than the other way around. 'course, there are other bonuses to the suit skill. But still... I think you should at least mention that either way is viable.
Sure, I gather that also works. Although, dampening also only drops profile 2% per level.... |
Ghost Kaisar
Pradox One
301
|
Posted - 2013.09.24 19:38:00 -
[28] - Quote
An excellent post. +1 for you.
Also, they aren't kidding about running Knives/SMG
Use the knives to kill enemies who are unsuspecting. Then run around the SMG.
At high levels, Assault SMG's will shred though people in very short time. I have mine to Proto, with 3 in Sharpshooter, Proficiency, and rapid reload. Aim for the head if they are standing still at range, Hipfire everything else. Another good thing to notice is that the bullets don't stand out like the AR. It's actually a decent stealth weapon.
Also, instead of AV, try using M1's. IMHO scouts should NEVER engage tanks. Use the M1's as spike damage weapons to surprise enemies who try to chase you. Run around a corner, pull the pin, jump back out and throw it at their feet. Can kill one person and wound another. Mop up the survivor with an SMG. This should either discourage enemy pursuit (which is healthy for the both of you) or enrage them to the point of distraction. Then repeat the same tactic with RE's instead. Gotta keep em on their toes right? |
Awry Barux
Shining Flame Amarr Empire
115
|
Posted - 2013.09.24 20:15:00 -
[29] - Quote
Ghost Kaisar wrote:An excellent post. +1 for you. Also, they aren't kidding about running Knives/SMG Use the knives to kill enemies who are unsuspecting. Then run around the SMG. At high levels, Assault SMG's will shred though people in very short time. I have mine to Proto, with 3 in Sharpshooter, Proficiency, and rapid reload. Aim for the head if they are standing still at range, Hipfire everything else. Another good thing to notice is that the bullets don't stand out like the AR. It's actually a decent stealth weapon. Also, instead of AV, try using M1's. IMHO scouts should NEVER engage tanks. Use the M1's as spike damage weapons to surprise enemies who try to chase you. Run around a corner, pull the pin, jump back out and throw it at their feet. Can kill one person and wound another. Mop up the survivor with an SMG. This should either discourage enemy pursuit (which is healthy for the both of you) or enrage them to the point of distraction. Then repeat the same tactic with RE's instead. Gotta keep em on their toes right?
I agree that M1s are an excellent scout tool, but it's just tons of fun to set 3 REs on a road, then use AV grenades to push the tank in that direction. Soften it up with the AV nades, then spring the 4.5k explosive damage trap and watch the fireworks. Some tankers are even oblivious enough to let me run up right next to them, drop 3 REs, soften up with the AV nades, and kill it in one go. It doesn't work very often, but it sure is fun when it does. |
Quil Evrything
DUST University Ivy League
180
|
Posted - 2013.09.24 21:24:00 -
[30] - Quote
Awry Barux wrote: I agree that M1s are an excellent scout tool, but it's just tons of fun to set 3 REs on a road, then use AV grenades to push the tank in that direction. Soften it up with the AV nades, then spring the 4.5k explosive damage trap and watch the fireworks. Some tankers are even oblivious enough to let me run up right next to them, drop 3 REs, soften up with the AV nades, and kill it in one go. It doesn't work very often, but it sure is fun when it does.
Droool...
How creative can you get with deploying REs?
Can you "throw" them at all? How abut dropping them from above?
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