TL/DRAs the Scout's viability gap has grown quite wide with 1.4, an earnest effort to restore balance will require consideration of numerous gameplay factors.
To CCPI've made these points brief and have highlighted key elements. I've run Scout exclusively since Chromosome and have read every ounce of feedback offered by my peers. My intent here is to help you help Scouts in a meaningful manner come 1.6. I offer these observations and suggestions in attempt to explain why our performance has declined and how you can help us reverse the pattern.
On Cloaking & StealthAn ability to "cloak" will be too little, too late. We're already good at getting into position undetected. Sneaking about with less effort will likely have little impact on our declining performance, especially if cloaking requires that we forgo other (more necessary) equipment.
Balancing the Scout will likely not be accomplished by a new piece of equipment.On SpeedWe Scouts sacrifice eHP for slight tactical advantage. Speed is primary. More specifically, relative speed. At present, we are only marginally faster than biotic medium-frames. Slower if we wear plates. We understand that performance limitations prevent a substantial increase to our speed.
Balancing the Scout will likely require reduction of medium-suit speed. Hit-and-run doesn't work if we can't outrun non-Scout pursuers.
On Aim AssistQuite simply, this is working too well and is to every Scout's detriment. Magnetism should take into account target speed and hitbox size. Either we aren't fast enough, our hitbox is too large, or magnetism is compensating for too great a degree of user error.
Balancing the Scout will likely involve dialing back aim-assist. Or rendering the Scout less vulnerable to it (see Thread #2).On Weapon RangeWeapons that devastate Scouts at close and medium range shouldn't be equally capable of insta-kill at long range.
Balancing the Scout will likely involve a reduction to damage at range of Scrambler Rifles and Assault Rifles (TAR excluded). As with relative speed, hit-and-run doesn't work if we're always within optimal range of a pursuer.
On Insta-KillIn embracing Hard Mode, we accept the fact that we should die when we make even the slightest error or miscalculation. This is how we learn.
Balancing the Scout will likely not be accomplished by adding more HP. A slightly more durable Assault-Lite is still Assault-Lite.
On Alpha DamageImbalance will exist so long as the targets we flank can survive and counter a perfectly executed sneak attack.
Balancing the Scout will likely involve an increase to its Alpha Damage or a "back-stab" multiplier. We're very excited to see how well the Shotgun performs tomorrow, and are equally excited by the current "lunge" discussion on Nova Knives.
Thank you for your time and consideration.
Shotty GoBang
Troll BoxTo save you guys a little time and effort:
- "Your tears taste good." - Malcom Xo (Xero?)
- "May there always be scouts for me kill in a quarter second. " - Meeko Fent
- "Dying 6 times in a row is not bad..." - XxWarlordxX97
- "Grow up ..." - demens grimwulff
- "I'm not feeling the impact of aim assist." - Alldin Kan
- "You guys got by because the hit detection was trash. Get good." - Icy TIG3R
- "Is it really a surprise a suit that was meant for speed dies quickly?" - TEXA5 HiTM4N
- "Shouldn't scouts be sniping?" - Sotapopthegrey
- "Get faster, dance around in a circle, and live longer." - Ignatius Crumwald