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Roy Ventus
Foxhound Corporation General Tso's Alliance
449
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Posted - 2013.09.02 05:30:00 -
[1] - Quote
Because Scouts need more to set themselves apart from logistics and actually have a role that other suits can't really play as well, I'll suggest some modules only for light dropsuits.
Tracker Module - This lengthen the time you can see someone's signal on the field, or in other words, make red dots last longer outside your field of vision. The higher the module the longer but it must also "compete" with how well dampened the signal is of a mercenary. The more dampened their profile is, the shorter it will be as well.
This makes it a great anti-infiltration tool that can only really be avoided by a Scout since they have the speed and lower signature to avoid being spotted for too long. I can imagine situations where Scouts on a squad call out a enemy's location and path to their squadmate.
Agility Module(For lack of better name) - Every scout needs to be able to traverse landscape quickly and without much trouble. They have the running down sure, but what about the jumping? Eliminating traction and increasing the jumping ability of a scout would help them run faster, jump over gaps easier, and even climb up hills and rocky terrain faster. Someone like a response scout or a speed-scout would love this a lot.
This would be specifically Light-Dropsuit Only b/c any other suits wouldn't work as properly with them. Medium Suits would weaken the ability and Heavies...They can barely jump already, so a slight increase wouldn't help much.
Kinetic Accelerator(For lack of better words) - Speed is a major asset for the scout. With it, they can travel across the field quickly. But what if we give them the ability to go even faster? Kinetic Accelerators activate after a certain amount of time while running uninterrupted, let's say 5 seconds, and when it activates it grants the user a speed boost by the percentage. It'll bring a whole slew of tactics to the field.
Scouts running into objectives and setting up the area in half the time they would without the Kinetic Accelerator Module. Shotgun Scouts bomb-rushing a point in a squad would also make for a VERY scary tactic.
It's late at night for me...so excuse me if a lot of this sounds silly. I was inspired by a post in the General Discussion and I decided to say something instead of sleep on it. |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
159
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Posted - 2013.09.02 05:54:00 -
[2] - Quote
I think instead of modules, the EWAR (at least a good portion of it) and Cloaking could be scout only, making scouts the enemy team divider role or the anti logi.
We already have speed and scanning modules, so I don't think new ones need to be introduced unless these are improved versions, otherwise it would be redundant. |
Diurnal Soul
Isuuaya Tactical Caldari State
0
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Posted - 2013.09.02 05:55:00 -
[3] - Quote
Add on to the KA if they are dmg it resets and the boost would be 2% 4% 6% how about it? |
Roy Ventus
Foxhound Corporation General Tso's Alliance
449
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Posted - 2013.09.02 15:21:00 -
[4] - Quote
@Oswald
I always wanted the Scout to be the Anti-Logi. It makes sense.
@Diurnal
Yeah. Being blasted should slow anyone down. As for the percentages? Sure I guess but I'm not CCP so I don't know the actual numbers. |
Doshneil Antaro
Dem Durrty Boyz Public Disorder.
118
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Posted - 2013.09.02 18:10:00 -
[5] - Quote
Designing the scout to be specific anti-logistics is an odd approach, but I'd rather see scouts don't what they were designed for. Scouting. For starters, a scout suit should relay red dots to at least it's own squad. I know squad vision is going away, but that takes away from what makes a scout a scout. They alone should have this ability to share info, and once cloaking comes I to play, it will be a massive gain. Example: scout runs onto the field ahead of his squad, sets up in a high traffic area and cloaks. Enemies pass by him, notifying his team of how many and direction of travel and set up a defense or ambush. Squad engages the hostiles as scout uncloaks, comes from behind, and shotguns the enemy from behind, as he is dampened and they never saw him coming. Still scouts need some big love, I'd at least give them more cpu/pg until a clear buff is figured out. |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
162
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Posted - 2013.09.02 19:42:00 -
[6] - Quote
Doshneil Antaro wrote:Designing the scout to be specific anti-logistics is an odd approach, but I'd rather see scouts don't what they were designed for. Scouting. For starters, a scout suit should relay red dots to at least it's own squad. I know squad vision is going away, but that takes away from what makes a scout a scout. They alone should have this ability to share info, and once cloaking comes I to play, it will be a massive gain. Example: scout runs onto the field ahead of his squad, sets up in a high traffic area and cloaks. Enemies pass by him, notifying his team of how many and direction of travel and set up a defense or ambush. Squad engages the hostiles as scout uncloaks, comes from behind, and shotguns the enemy from behind, as he is dampened and they never saw him coming. Still scouts need some big love, I'd at least give them more cpu/pg until a clear buff is figured out.
Recon ships in eve are the anti logis so having the idea transfer to dust not to far off. Also if active scanners are going to net you wps in 1.5, having scouts automatically rely that information to the team steals away any wps that scouts could be earning with the active scanner.
That being said, the only real avenue left is the "anti logi", by giving away enemy positions with the active scanner, giving them false signals on their tacnet, and debuffing them through ewar. |
Vell0cet
Royal Uhlans Amarr Empire
81
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Posted - 2013.09.02 19:48:00 -
[7] - Quote
I made a thread about scout-centric modules: Ascension cables, Jetpacks, Nano Jump Drives a few months ago. I agree that the scout needs access to sexy modules to balance how squishy they are on the field. |
Nguruthos IX
Vagina Bombers
1295
|
Posted - 2013.09.02 19:57:00 -
[8] - Quote
Doesn't this go against every philosophy of eve customization? |
Nguruthos IX
Vagina Bombers
1295
|
Posted - 2013.09.02 19:58:00 -
[9] - Quote
I'd say suit bonuses at best to make fitting the modules easier or more effective but even then idk |
Vell0cet
Royal Uhlans Amarr Empire
81
|
Posted - 2013.09.02 20:23:00 -
[10] - Quote
Nguruthos IX wrote:Doesn't this go against every philosophy of eve customization? There are a lot of modules in EVE that can only be fit onto certain hulls (covops cloaks, bubbles, Fleet boosters, etc.). We have this concept in Dust already with Heavy Weapons requiring Heavy Suits. |
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Nguruthos IX
Vagina Bombers
1296
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Posted - 2013.09.02 20:38:00 -
[11] - Quote
Vell0cet wrote:Nguruthos IX wrote:Doesn't this go against every philosophy of eve customization? There are a lot of modules in EVE that can only be fit onto certain hulls (covops cloaks, bubbles, Fleet boosters, etc.). We have this concept in Dust already with Heavy Weapons requiring Heavy Suits. Ooooohhhh. Shows what I know.
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Roy Ventus
Foxhound Corporation General Tso's Alliance
450
|
Posted - 2013.09.02 21:32:00 -
[12] - Quote
o,o I like your thread better lol. Jetpacks? It's perfect! |
Cass Caul
Namtar Elite Gallente Federation
66
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Posted - 2013.09.02 21:35:00 -
[13] - Quote
Roy Ventus, have you even played this game?
Tracker Module - precision Enhancers
Agility Module(For lack of better name) - Kinetic Catalyzers
Kinetic Accelerator(For lack of better words) - Cardiac Regulators
The SUPER big problem here, is that you all are talking about Active Scanners and Scouts. The Gallente Scout's purpose is the Passive Scanning. They have the largest base range (which is lacking) and the roll bonus is reduced profile. Low slots are profile dampeners and Range Amplifiers. KinCats and CardRegs are also low slots. These work better for scouts than anyone else, because they are percentage based additions. Scouts having higher base speed, stamina, and scan precision make the modules more effective. |
Roy Ventus
Foxhound Corporation General Tso's Alliance
450
|
Posted - 2013.09.02 21:45:00 -
[14] - Quote
Cass Caul wrote:Roy Ventus, have you even played this game?
Tracker Module - precision Enhancers
Agility Module(For lack of better name) - Kinetic Catalyzers
Kinetic Accelerator(For lack of better words) - Cardiac Regulators
The SUPER big problem here, is that you all are talking about Active Scanners and Scouts. The Gallente Scout's purpose is the Passive Scanning. They have the largest base range (which is lacking) and the roll bonus is reduced profile. Low slots are profile dampeners and Range Amplifiers. KinCats and CardRegs are also low slots. These work better for scouts than anyone else, because they are percentage based additions. Scouts having higher base speed, stamina, and scan precision make the modules more effective.
:/ Have you read what I wrote?
Track Module =/= Precision Enhancers. Why? After 1.4 we can't keep active tabs on our enemies EVEN with an active scanner. With Tracker Modules you can do so.
Agility Module =/= Kinetic Catalyzers. Why? Agility Module allows you more smoothly move around rugged terrain, essentially giving you traction on slippery slopes and giving your actual Kinetic Catalyzer more use. Kinetic Catalyzers only allow you to run faster.
Kinetic Accelerator =/= Cardiac Regulators. Why? Kinetic Accelerator is meant to boost your speed stats further after running interrupted a certain time. Cardiac Regulators only boosts your stamina.
A Scout's purpose can't be limited to Scanning. And even if that's the case, having more maneuverability and speed would aid them in scanning. >.> I gotta ask have you played the game because some of the stuff you're saying makes it seem like you haven't played as a Scout before. I've played as a scout before Uprising and it was mostly a run and gun role with the ability to get the slip on enemies. Currently the Scout Role can be outdone by a Minimatar Logi. That's not a good thing. |
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