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        | Author | Thread Statistics | Show CCP posts - 0 post(s) | 
      
      
        |  DJINN Marauder
 Ancient Exiles
 
 1224
 
 
      | Posted - 2013.09.16 06:32:00 -
          [1] - Quote 
 TL;DR Scouts need an additional module slot.
 
 I will start by comparing the module slot and layout by using the assault suits since they're the closest thing to scouts and have all their variants.
 
 Assault Module Slots Cap: 7
 
 Assault ck.0 - 4 Highs, 3 Lows, 330 Base EHP, 5 Movement, 7 Sprint
 
 Assault gk.0 - 3 Highs, 4 Lows, 330 Base EHP, 5 Movement, 7 Sprint
 
 Assault mk.0 - 5 Highs, 2 Lows, 285 Base EHP, 5.3 Movement, 7.42 Sprint
 
 Assault ak.0 - 3 Highs, 3 Lows, 360 Base EHP, 4.8 Movement, 6.72 Sprint
 
 Now from these stats Caldari and Gallente are opposites of each other in terms of slot layout. Amarr will have 1 less slot than the other variants but with increased base hp. And Minmitar Have the least HP but increase speed.
 
 That means we can predict what scouts will most likely be from what we know.
 
 Current Scout Module Cap: 5
 
 Scout mk.0 - 3 Highs, 2 Lows, 170 Base EHP, 5.65 Movement, 7.91 Sprint
 
 Scout gk.0 - 1 High, 4 Lows, 200 Base EHP, 5.45 Movement, 7.63 Sprint
 
 Most likely*
 
 Scout ck.0 - 4 Highs, 1 Low, 200 Base EHP, 5.45 Movement, 7.63 Sprint
 
 Scout ak.0 - 2 Highs, 2 Lows, 230 Base EHP, 5.25 Movemnt, 7.35 Sprint
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        |  DJINN Marauder
 Ancient Exiles
 
 1224
 
 
      | Posted - 2013.09.16 06:32:00 -
          [2] - Quote 
 Reserved
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        |  DJINN Marauder
 Ancient Exiles
 
 1224
 
 
      | Posted - 2013.09.16 06:34:00 -
          [3] - Quote 
 Reserved
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        |  I-Shayz-I
 Forty-Nine Fedayeen
 Minmatar Republic
 
 934
 
 
      | Posted - 2013.09.16 08:17:00 -
          [4] - Quote 
 I'd be in favor of an additional equipment slot instead of a module. At least at proto.
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        |  Cyrius Li-Moody
 The New Age Outlaws
 
 1039
 
 
      | Posted - 2013.09.16 11:21:00 -
          [5] - Quote 
 
 I-Shayz-I wrote:I'd be in favor of an additional equipment slot instead of a module. At least at proto. 
 I think there should be a choice. Variety is the spice of life. ^_^
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        |  Shotty GoBang
 Pro Hic Immortalis
 
 1157
 
 
      | Posted - 2013.09.16 13:25:00 -
          [6] - Quote 
 +1 for any form of Dev hugs.
 Another module or equipment slot would be great!
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        |  Cass Caul
 Namtar Elite
 Gallente Federation
 
 105
 
 
      | Posted - 2013.09.16 14:17:00 -
          [7] - Quote 
 The Type-II/B series for all Races as well. (sacrificing the sidearm for an equipment slot)
 Also, I'd like the Base Scan Radius and Base Speed to be returned to Chromosome Values. and give the suits an approximation of total HP from the Vk.0/Vk.1 suits.
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        |  Niuvo
 The Phoenix Federation
 
 495
 
 
      | Posted - 2013.09.16 15:50:00 -
          [8] - Quote 
 I wonder why the scout was gimped in the first place. I'm not an assault, with the extra anything I'll still be a scout and nothing else.
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        |  Bendtner92
 Imperfects
 Negative-Feedback
 
 1070
 
 
      | Posted - 2013.09.16 15:55:00 -
          [9] - Quote 
 I'm in support of a second equipment slot. Scouts are more like a semi-logi suit, so a second slot would be ideal for this.
 
 I'm not sure if they need another low/high slot on top of that, but they certainly need something else as well as I don't think just a second equipment slot will save them.
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        |  DJINN Marauder
 Ancient Exiles
 
 1239
 
 
      | Posted - 2013.09.16 19:13:00 -
          [10] - Quote 
 Bump <3
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        |  Bojo The Mighty
 Zanzibar Concept
 
 1817
 
 
      | Posted - 2013.09.16 19:50:00 -
          [11] - Quote 
 DJINN to be fair can you throw in some Amarr Heavy frame info? We don't want to push scouts beyond heavies.
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        |  Godin Thekiller
 Hellstorm Inc
 League of Infamy
 
 712
 
 
      | Posted - 2013.09.16 20:19:00 -
          [12] - Quote 
 I was thinking another equipment slot instead of module slots, but they need more than just another slot. They need higher base stats (barring actual tank), and some better camo. We are supposed to be sneaky, but we stand out like a sore thumb. A better explaination of what I mean here.
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        |  Talos Alomar
 Subdreddit
 Test Alliance Please Ignore
 
 1509
 
 
      | Posted - 2013.09.16 20:54:00 -
          [13] - Quote 
 I really think scouts should have a bonus equipment slot and a gob more cpe/pg.
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        |  DJINN Marauder
 Ancient Exiles
 
 1242
 
 
      | Posted - 2013.09.16 21:39:00 -
          [14] - Quote 
 
 Bojo The Mighty wrote:DJINN to be fair can you throw in some Amarr Heavy frame info? We don't want to push scouts beyond heavies.  You mean like make a new thread to help the heavies out? Or put em in this post to compare them with assaults?
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        |  Ghost Kaisar
 Pradox One
 
 259
 
 
      | Posted - 2013.09.16 21:47:00 -
          [15] - Quote 
 Scout GK.0 Needs another low slot an at least 27 CPU per Module slot.
 
 Here is a quote from an old post.
 
 The Base CPU/PG is the real problem. With so few slots and CPU/PG, It is hard to run the suit effectively. I saw a post were someone did some number crunching and came out to an average of 25 CPU per slot allowed (going to find the post soon). That includes Weapons and everything. 25 CPU is not enough per slot, especially since Assault and Logi get around 29-30 each and also have 7-9 mod slots instead of 5 mod slots for the current scouts.
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        |  Arx Ardashir
 Imperium Aeternum
 
 219
 
 
      | Posted - 2013.09.16 23:23:00 -
          [16] - Quote 
 
 DJINN Marauder wrote:Amarr Having that LOW number of slots ONTOP of being slower? That's terrible! Most important part of this whole post and it pertains to all Amarr suits. Less modules (less variability) and less speed all for a 10% (at best) boost to base hp.
 
 But on topic, I am of the opinion that Scouts should have 2 equipment slots instead of more module slots.
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        |  Matticus Monk
 Ordus Trismegistus
 
 450
 
 
      | Posted - 2013.09.16 23:46:00 -
          [17] - Quote 
 I like your proposal and I would like to see either an additional module slot (as allocated in your post) OR a second EQ slot with the current slot layouts.
 
 I do think that the ADV Gallente scout should have a 1H/3L layout. 2H/2L is frustrating......
 
 Additionally, can you imagine a shield tanked caldari proto with kin/cats in the low slots....? I think this may be the new most complained about scout slayer build. super fast, quickly recharging shields with a higher shield tank value... even if you only use 2 or 3 complex shield extenders you can put a damage mod in there..... there may need to be some thinking on the Caldari suit..... maybe they take a penalty to scan profile as suggested with highly shielded suits.
 
 Edit - I sill prefer a slight buff in speed (.2 walk, .3-.4 sprint), small increase in CPU/PG and better scan range, lower profile/precision. With that I'd be happy with the current slot layout and only 1 EQ slot. But not to derail your thread.....
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        |  Meeko Fent
 Seituoda Taskforce Command
 Caldari State
 
 923
 
 
      | Posted - 2013.09.16 23:57:00 -
          [18] - Quote 
 Gimme.
 
 I want my Cal Scout so I can own at high speeds.
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        |  ALPHA DECRIPTER
 M.E.R.C. Conventional Forces
 
 451
 
 
      | Posted - 2013.09.17 00:49:00 -
          [19] - Quote 
 
 Matticus Monk wrote:I like your proposal and I would like to see either an additional module slot (as allocated in your post) OR a second EQ slot with the current slot layouts.
 I do think that the ADV Gallente scout should have a 1H/3L layout. 2H/2L is frustrating......
 
 Additionally, can you imagine a shield tanked caldari proto with kin/cats in the low slots....? I think this may be the new most complained about scout slayer build. super fast, quickly recharging shields with a higher shield tank value... even if you only use 2 or 3 complex shield extenders you can put a damage mod in there..... there may need to be some thinking on the Caldari suit..... maybe they take a penalty to scan profile as suggested with highly shielded suits.
 
 Edit - I sill prefer a slight buff in speed (.2 walk, .3-.4 sprint), small increase in CPU/PG and better scan range, lower profile/precision. With that I'd be happy with the current slot layout and only 1 EQ slot. But not to derail your thread.....
 
 G-Scouts have 1H/4L at proto... did you mean to say Amarr?
 
 
 
 
 `Sigh. Just another fun game of DUST
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        |  DJINN Marauder
 Ancient Exiles
 
 1251
 
 
      | Posted - 2013.09.17 00:57:00 -
          [20] - Quote 
 A second eq slot would be nice too. The main reason I gave the proposal of another mod slot is for the caldari and amarr scout coming out.
 
 Their mod slot layout would be.. Honestly pretty bad. Especially amarr scout.
 
 The caldari scout would be decent. However I think you'll find that fitting that many high slots would be too tough and you'd prob have to use a CPU upgrade (if they don't give us a CPU buff)
 
 But yeah I'm in favor of both an extra slot or eq. I'd love both tho. After all 2h 2l on amarr is gunna suck :(
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        |  Cass Caul
 Namtar Elite
 Gallente Federation
 
 111
 
 
      | Posted - 2013.09.17 17:00:00 -
          [21] - Quote 
 If given a choice, I'd rather take 1H/5L than 2H/4L on a Gallente Scout.
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        |  Bojo The Mighty
 Zanzibar Concept
 
 1841
 
 
      | Posted - 2013.09.17 17:03:00 -
          [22] - Quote 
 
 DJINN Marauder wrote:Bojo The Mighty wrote:DJINN to be fair can you throw in some Amarr Heavy frame info? We don't want to push scouts beyond heavies.  You mean like make a new thread to help the heavies out? Or put em in this post to compare them with assaults? I'm saying throw in Heavy information and try to base a scout buff off the heavy as well, so that the heavy suit is not left behind in the dust.
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        |  Niuvo
 The Phoenix Federation
 
 500
 
 
      | Posted - 2013.09.18 04:15:00 -
          [23] - Quote 
 
 Matticus Monk wrote:I like your proposal and I would like to see either an additional module slot (as allocated in your post) OR a second EQ slot with the current slot layouts.
 I do think that the ADV Gallente scout should have a 1H/3L layout. 2H/2L is frustrating......
 
 Additionally, can you imagine a shield tanked caldari proto with kin/cats in the low slots....? I think this may be the new most complained about scout slayer build. super fast, quickly recharging shields with a higher shield tank value... even if you only use 2 or 3 complex shield extenders you can put a damage mod in there..... there may need to be some thinking on the Caldari suit..... maybe they take a penalty to scan profile as suggested with highly shielded suits.
 
 Edit - I sill prefer a slight buff in speed (.2 walk, .3-.4 sprint), small increase in CPU/PG and better scan range, lower profile/precision. With that I'd be happy with the current slot layout and only 1 EQ slot. But not to derail your thread.....
 I want to go as far as having the Gk.0 with 1H and 5L, but that may be OP. lol
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        |  Matticus Monk
 Ordus Trismegistus
 
 458
 
 
      | Posted - 2013.09.18 04:34:00 -
          [24] - Quote 
 
 ALPHA DECRIPTER wrote:
 G-Scouts have 1H/4L at proto... did you mean to say Amarr?
 
 
 Nah, what I meant to get across is that I wish they would switch the Advanced Gallente suit slot layout to be a 1H/3L format, instead of 2H/L2.
 
 The PRO would then make sense as it's current 1H/4L layout would naturally progress from a 1H/3L at advanced. If an additional slot was implemented as suggested, 2H/4L would be fine (or, even 1H/5L as Niuvo and Cass mention!).
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        |  DJINN Marauder
 Ancient Exiles
 
 1363
 
 
      | Posted - 2013.09.18 06:08:00 -
          [25] - Quote 
 
 Bojo The Mighty wrote:DJINN Marauder wrote:Bojo The Mighty wrote:DJINN to be fair can you throw in some Amarr Heavy frame info? We don't want to push scouts beyond heavies.  You mean like make a new thread to help the heavies out? Or put em in this post to compare them with assaults? I'm saying throw in Heavy information and try to base a scout buff off the heavy as well, so that the heavy suit is not left behind in the dust.  Got it. I'll try to have it out for tomorrow. It'll be kinda hard though.. Heavies and scouts are polar opposite... Oh well I'll try to come up with something.
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        |  Talos Alomar
 Subdreddit
 Test Alliance Please Ignore
 
 1517
 
 
      | Posted - 2013.09.18 13:29:00 -
          [26] - Quote 
 
 Bojo The Mighty wrote:DJINN Marauder wrote:Bojo The Mighty wrote:DJINN to be fair can you throw in some Amarr Heavy frame info? We don't want to push scouts beyond heavies.  You mean like make a new thread to help the heavies out? Or put em in this post to compare them with assaults? I'm saying throw in Heavy information and try to base a scout buff off the heavy as well, so that the heavy suit is not left behind in the dust.  
 
 I might be wrong, but I think the heavy suits themselves are in a rather decent place.
 
 It's the lack of heavy weapons that's the real killer. Once there is a heavy laser out and fatties no longer have to waddle to within spitting distance to get kills I think the heavy will be fine.
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        |  Kira Lannister
 Ancient Exiles
 
 1319
 
 
      | Posted - 2013.09.23 06:33:00 -
          [27] - Quote 
 For a 2h/4L on a Gk.0 would make sense. It's all about that double damage mod.
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        |  DJINN Marauder
 Ancient Exiles
 
 1428
 
 
      | Posted - 2013.09.24 16:44:00 -
          [28] - Quote 
 Bump
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        |  Ghost Kaisar
 Pradox One
 
 300
 
 
      | Posted - 2013.09.24 17:08:00 -
          [29] - Quote 
 
 Shotty GoBang wrote:+1 for any form of Dev hugs.Another module or equipment slot would be great!
 A boost to base movement speed would be great as well (backpedaling is OP :p).
 
 Yeah, the addition of unifed turn speeds and a boost to strafing really stealth nerfed the scout. Why?
 
 Scouts have low eHP to gain the following: Stealth, Speed, and Maneuverability.
 
 However, by giving everyone a boost to strafe and unifying the turn speed removed a lot of the bonuses of the scout. We can no longer out strafe people in CQC. Everyone in CQC can now dance like a butterfly (Heavies included), which means in a surprise engagement, you better flat out kill that sucker FAST. If you turn it into a strafing game, their higher eHP will kill you everytime.
 
 I have been killed too many times now by Assault CK.0's shield and armor tanking, sprinting behind them and landing a shotgun blast to their back, only to watch them jump, turn and hipfire an AR and kill me in the following strafe game. Shoddy hit detection on moving targets in CQC (SO MUCH BLUE SPARKS) means that if they start to strafe, you better have a flaylock if you wanna kill them.
 
 Just my 0.02 ISK.
 
 ALSO. My old argument against Speed problems.
 
 Also, I am finding it really aggravating that while we sprint fast, our movement speed is only a tad bit faster than the medium.
 
 Example:
 
 Say that I am 2 meters away from the target mid suit when he turns and sees me. He starts to move backwards. Since I cannot charge my knives, I have to walk the distance. I walk at 5.6, and he walks at 5 m/s. I only gain .6m every second, so in order to cover that 2m distance to my target, it will take me around, 3 seconds to cover that distance. My target will be spraying AR at me the whole time.
 
 Say that I decide to sprint at my target instead of running. I can't attack while sprinting, and I have had them just jump over my head or just start circle strafing around me spraying AR from their 60 round clip the entire time. About 15% of the time I can get a kill (and those times are when they just don't react in time). Against an aware opponent, I will have to run away or die. For a CQC class, you would think that being within 2m would be an easy fight at that point. It is not.
 
 I think that speeds should follow the current Heavy to Medium Trend. A heavy walks at 3.65 m/s. The heavy walks about 1.3 m/s slower than a medium. A mediums walk speed is 5 m/s. Following the trend, a scout should walk at 6.3 m/s and then sprint at whatever seems reasonable (8.0 for gallente maybe?)
 
 This ensure that you have noticeable speed distances between the suits. Heavys walk noticeably slower than Mediums, who walks noticeable slower than a scout.
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        |  Lightning Bolt2
 SVER True Blood
 Public Disorder.
 
 250
 
 
      | Posted - 2013.09.24 17:43:00 -
          [30] - Quote 
 
 Ghost Kaisar wrote:I think that speeds should follow the current Heavy to Medium Trend. A heavy walks at 3.65 m/s. The heavy walks about 1.3 m/s slower than a medium. A mediums walk speed is 5 m/s. Following the trend, a scout should walk at 6.3 m/s and then sprint at whatever seems reasonable (8.0 for gallente maybe?)
 
 This ensure that you have noticeable speed distances between the suits. Heavys walk noticeably slower than Mediums, who walks noticeable slower than a scout.
 
 
 and mimitar could sprint at 8.5 base
  . 
 but yea, I'm tired at getting into a fight 2M from the red and losing to his AR! the bad hit detection makes it where if I do get to melee range that I don't DMG the enemy with knives, just to frustrating!
 
 
 meh, nvm nerf scouts, I killed a cal assault that was using a GAR!
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