Ghost Kaisar
Pradox One
320
|
Posted - 2013.09.26 19:09:00 -
[1] - Quote
@ Shotty GoBang @Krom Ganesh
Okay, prepare yourself. This is a long one. (I had to cut out quotes to make room )
You guys make some excellent points on Scanning and the roles of scouts. IMHO scouts have lost the true "Recon" role due to the scanner. Yet reliance on the scanner can make our stealth skills more powerful
That is where the combat based scouts come in handy. Since we can't be scanned (with enough dang SP) we become much more efficient at surprising people. The only giveaway is the giant "some margin of error" that is displayed.
On that topic, I really think they need to nerf that part of the scanner. What is the point of avoiding the scanner if it still tells people that someone is there? Yeah, you don't know EXACTLY where they are, but you can still pin down a rough area, and find them.
Thus, I propose the following.
Suppose that my Dampening is at 30db. I can avoid every scanner but the proto. However, the Basic and ADV scanner's will still give me a "some margin of error". What if they made it so that if you exceed the detection range by a certain margin, you will instead be excluded from the scan. You would not get the "some margin of error", instead, they would think that nothing is there (that is the point of dampening right?). However, if you are just below the scanning precision you WOULD get the margin of error. That is because you are JUST below it (within 1-2 db), and it can detect the anomaly, just not where.
This way, Proto Scanners would still do their job against a 30db scout. But the point would be is that you would have to bust out Proto to find out roughly where the scout is. An ADV or Basic scanner would just ignore you, making flanking more effective.
On the same note, once they fix the stealth mechanic, they do need to buff our offensive firepower. What is the point of staying hidden if that all we can do? We need to be able to provide reliable CQC damage, not just the current "shoot em in the back and hope for the best" when we face PRO opponents.
A Backstab/Rear attack damage bonus would be nice for the Mimatar scout suit (emphasis on combat). Imagine if you could just walk up to a suit from behind and issue one or two quick melee's to the back to "assassinate" a target? This would be a better racial bonus from the knives, as it encourages them to engage from the rear than the front. Knives would still be deadly, but you would have to charge them to take on targets head on, while you could just quick knife them from behind if need be.
For the Gallente, they need buffs to emphasize their abilities as "Infiltrators". Passive scan needs a buff as knowing where targets are helps in avoiding detection (on Both suits. It's good for a minnie to have 20m base, but the bonuses to the Gallente is where it would really shine. So that they could cover a large area of the compound to maneuver around squads).
For both, you need some extra slots( 2/4 for Gal, and 3/3 for min) and CPU/PG boost to accompany it. Sprint speed needs to be raised to an 8.0 base for gallente and 8.3 for Minmatar. Walking speed needs a boost too. 5.8 for gallente and 6.0 for Minnie. This would help our overall speed, which combined with stealth, would make us good at running away from combat, or for rushing a target or objective.
That being said, Suit eHP needs to stay the same! With these buffs, the scout will have their purpose, that being speed and stealth and versatility. We should NOT be frontline fighters. Any assault should be able to melt us if we try to engage head on, but we should be able to run away from them if need be (not unharmed though. we have a high recharge rate for a reason. So that we can run away injured and quickly recuperate. That being said, a base 1.0 rep wouldn't hurt either
Combat Scouts should be able to avoid detection, perform rapid flanks and hit and run tactics, and be able to quickly eliminate lone/injured targets. They should have a lower eHP than an infiltrator, yet a faster recovery time (EMPHASIS ON HIT AND RUN, NOT STAYING POWER. A good combat scout should still be reporting back to their home flags for ammo or healing unless they run a Compact hive themselves (Which would make them more detectable as it gives away their rough location. Risk/Reward.)
Infiltration Scouts should be able to keep tabs on troop movements in an enemy base (to stay undetected, and to relay information), they should be able to take out lone/injured targets, and have more staying power than a Combat Scout, yet a slower recovery time (since they will be staying in compounds longer, they will be detected eventually. They need more eHP to survive that encounter, and to make a good infiltrator surprisingly difficult to remove from a compound. EMPHASIS ON SURVIVIAL, NOT OFFENSE)
This is my Opinion. Feel free to hate, debate, troll, or lol at it as you see fit.
Just my 0.02 ISK people. Ghost out. |
Ghost Kaisar
Pradox One
321
|
Posted - 2013.09.26 19:47:00 -
[2] - Quote
Krom Ganesh wrote:@Ghost Kaiser
The backstab bonus is probably going to be difficult to implement, glitchy, and can potentially be abused* so I don't think that is a good idea.
Any idea to make scanners actually not able to detect us is a good one.
It's going to be a hard sell (at least with the community) for us to get both a speed boost and an extra mod slot (would be nice though).
* I imagine people will abuse it the same way you can abuse that perk in Skyrim where enemies lose sight of you for a second to deal sneak attack damage in the middle of a fight. In dust, if you get noticed, run past enemy, quickly turn around and knife/shotgun them for the bonus.
Yeah, thinking back. A backstab/Rear attack bonus would be hard to implement.
Any other idea's? I still want to get a bonus that would reward flanking/stealth when used for offense. |
Ghost Kaisar
Pradox One
324
|
Posted - 2013.09.26 21:47:00 -
[3] - Quote
Krom Ganesh wrote:Ghost Kaisar wrote:Krom Ganesh wrote:@Ghost Kaiser
The backstab bonus is probably going to be difficult to implement, glitchy, and can potentially be abused* so I don't think that is a good idea.
Any idea to make scanners actually not able to detect us is a good one.
It's going to be a hard sell (at least with the community) for us to get both a speed boost and an extra mod slot (would be nice though).
* I imagine people will abuse it the same way you can abuse that perk in Skyrim where enemies lose sight of you for a second to deal sneak attack damage in the middle of a fight. In dust, if you get noticed, run past enemy, quickly turn around and knife/shotgun them for the bonus. Yeah, thinking back. A backstab/Rear attack bonus would be hard to implement. Any other idea's? I still want to get a bonus that would reward flanking/stealth when used for offense. I've thought about it and the only thing that I can come up with won't work until we get the ability to modify our guns. My idea is for scouts to have access to a special gun mod that greatly increases damage but also reduces rate of fire as well as ammo capacity. This would allow us to trade effectiveness in sustained combat for greater initial damage.
Until then: Damage Mods |