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Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
213
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Posted - 2013.09.08 00:55:00 -
[1] - Quote
I run dragonfly scout, so two damps is all the modules I can fit
Scrambler Pistol head shots are my dps and stealth active scanner are my tank |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
213
|
Posted - 2013.09.08 01:19:00 -
[2] - Quote
Cosgar wrote:DJINN Marauder wrote:Oswald Rehnquist wrote:I run dragonfly scout, so two damps is all the modules I can fit
Scrambler Pistol head shots are my dps and stealth active scanner are my tank I doubt you do well with that. I agree.
I do quite well with it, just don't get hit, don't run in the open and wait for the back to turn by using the active scanner
I easily go 12/6 14/2 6/4
While I do have bad games of 6/6, rarely if ever do I go below 1.0 ratio and if I do it is usually 1/3 when its bad.
My KDR has actually gone up significantly and at this rate will eventually be breaking into new KDR territory.
Edit:
I'll put it this way, if I had a KDR reset after 1.4, I would be in the 2.5-3.0 range. |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
213
|
Posted - 2013.09.08 01:53:00 -
[3] - Quote
Cosgar wrote:Oswald Rehnquist wrote:Cosgar wrote:DJINN Marauder wrote:Oswald Rehnquist wrote:I run dragonfly scout, so two damps is all the modules I can fit
Scrambler Pistol head shots are my dps and stealth active scanner are my tank I doubt you do well with that. I agree. I do quite well with it, just don't get hit, don't run in the open and wait for the back to turn by using the active scanner I easily go 12/6 14/2 6/4 While I do have bad games of 6/6, rarely if ever do I go below 1.0 ratio and if I do it is usually 1/3 when its bad. My KDR has actually gone up significantly and at this rate will eventually be breaking into new KDR territory. Edit: I'll put it this way, if I had a KDR reset after 1.4, I would be in the 2.5-3.0 range. What do you think is attributed to your sudden improvement? No trolling, just curious.
Three things
1) Shorter TTK
More hits connecting with slower strafing and aim assist means hp means less which does not effect my scout as much since I never tanked at all (one bullet = one death), so it ends up other suits / play styles got nerfed my play style did not. Essentially people die faster
2) Loss of Shared Enemy Vision
I can kill an enemy without the whole team being alert, I have also had enemy squads pass me by because I am able to stay out of their visuals, and I can kill one in an engagement really quick without him alerting the others.
3) Active Scanner / Dampener
I literally hide behind structures right behind the enemy trench and keep on scanning the large enemy force, the ones on the edge/rear I wait till all their teammates are facing my allies, once that occurs I go in and and get the head shots. I have even taken out 5 snipers grouped together with well placed grenades. |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
213
|
Posted - 2013.09.08 01:55:00 -
[4] - Quote
Ansiiis The Trustworthy wrote:Oswald Rehnquist wrote:Cosgar wrote:DJINN Marauder wrote:Oswald Rehnquist wrote:I run dragonfly scout, so two damps is all the modules I can fit
Scrambler Pistol head shots are my dps and stealth active scanner are my tank I doubt you do well with that. I agree. I do quite well with it, just don't get hit, don't run in the open and wait for the back to turn by using the active scanner I easily go 12/6 14/2 6/4 While I do have bad games of 6/6, rarely if ever do I go below 1.0 ratio and if I do it is usually 1/3 when its bad. My KDR has actually gone up significantly and at this rate will eventually be breaking into new KDR territory. Edit: I'll put it this way, if I had a KDR reset after 1.4, I would be in the 2.5-3.0 range. Most people don't consider that ''good''... But I'm not being a douche, I have been there. Now that my beloved OP AR is unusable because of ADS sensitivity I am using a shotgun fit. It costs me 37k and basicly allows me to play with minimal risk but still achieve high rewards. Most of the time I just rush in and try and kill the bastards but other times I use the active scanner to pre-fire and kill anyone who comes around a corner.
That is good for scouts, I think some of highest tier scout KDRs is 3.5 to 4.5 range, and they are the few supreme players out there. |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
213
|
Posted - 2013.09.08 02:04:00 -
[5] - Quote
Shion Typhon wrote:Not to be a PS2 fanboy but in that game engineers rarely use their guns, they are too busy doing engineer-y things, same with medics, they spend 75% of their time being a medic and only 25% being a soldier.
These 2 classes aren't super deep but they are more valuable fulfilling their assigned role than they are shooting. Question is why? Dust has effectively the same "class" setup available via its varied modules, so why doesn't the same end result.
PS2 had certain guns only certain classes could use, also the logistic suits have the highest module counts which in a game that is as flexible as Dust equates to a lot of power to fine turn everything the way you want. Logis have the best Alpha damage in the game due to slots and are the best snipers. Nanohive to resupply, repair tool to heal dropships, dropuplink to keep the good spots equates to sniper heaven, something PS2 Medics and engineers can't do. |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
213
|
Posted - 2013.09.08 02:28:00 -
[6] - Quote
Shion Typhon wrote:Oswald Rehnquist wrote:Shion Typhon wrote:Not to be a PS2 fanboy but in that game engineers rarely use their guns, they are too busy doing engineer-y things, same with medics, they spend 75% of their time being a medic and only 25% being a soldier.
These 2 classes aren't super deep but they are more valuable fulfilling their assigned role than they are shooting. Question is why? Dust has effectively the same "class" setup available via its varied modules, so why doesn't the same end result. PS2 had certain guns only certain classes could use, also the logistic suits have the highest module counts which in a game that is as flexible as Dust equates to a lot of power to fine turn everything the way you want. Logis have the best Alpha damage in the game due to slots and are the best snipers. Nanohive to resupply, repair tool to heal dropships, dropuplink to keep the good spots equates to sniper heaven, something PS2 Medics and engineers can't do. Yes but if "shooting stuff" was the best battlefield option then every one in PS2 would play a heavy assault, you have the best rifle, the best shield and an AV weapon. Yet people clearly do not, people select engineer and do engineer things and a team with no one playing engineer (or medic) feels the lack. So even if you assume the Logi is "the best suit" then why aren't a portion of the Logis building themselves as "engineers" even if the rest are glorified assaults. Those roles serve no purpose in Dust because the objectives and playstyle have no use for them. Part of this problem is also the whole no valuable engineer modules for the high slots, you get everything you need via the equipment slot and you have 3 so why not devote all your highs and lows to EHP/DPS
I see what your getting at, yes I agree, the support functions in the game are limited, in fact there were nerfed because they were getting too many points for healing which added to way too many orbitals. Support in Dust needs to be refined, but if they took the Assault equipment slot away and the logi light weapon slot (I don't advocate it), you'd see the spread then, but I think the harder approach of re balancing the awards systems and the slaybro mechanics would yield better resutls (with logis keeping their light weapon slot) |
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