|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
333
|
Posted - 2013.10.23 00:28:00 -
[1] - Quote
For you vets, if you recall in early beta scouts were common, but because the assaults were playing scouts as a slayer role, the suit literally got nerfed to the ground, and have been in the dark ever since. Repeating the process and making the forward grunts mad again would not be in our interest since they holds CCP's attention. If they can gun without any form of challenge, they keep content for the most part. Thus I think scouts need to be reworked outside of combat.
I'm going to po a few scouts here but I personally all think scouts should lose the light weapon slot, in exchange for some major upgrades.
Especially considering that the Ion Pistol will be shotgun like and the Bolt Pistol will be be a sniper esque
It would give room to really expand scout roles to something unique, by giving access to powerful support/sabatoge functions or even exclusive active modules just for the scout.
We wouldn't have to worry about about the slayerbro effect if scouts were to get buffed after losing their light weapon slot.
|
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
333
|
Posted - 2013.10.23 01:24:00 -
[2] - Quote
Idye Lotz wrote:You guys are nuts, if you want to run two side arms do it. But shoe horning roles is the wrong way to go. Why do you think we only have one equipment slot? I've posted before that all roles need more diversity. I know some people get upset when people play outside of the typical role of whatever suit they are wearing, but why? What we need is more suit variants like there was in chrome.
I don't see it as shoehorning if you are adding a whole lot of new content
Idye Lotz wrote: My ideas for scout are more about stealth then speed. What is one of the big things for this game? It is hacking objectives, and generally what happens when you hack? The game lets everybody know that this objective/installion is being hacked. Which usually in turn draws every red (dead) or nearby to your current location, throwing out all the work of sneaking around lines for a behind the back hack. So all that to say we need hacking profiles as we as scanning and scouts should have next to none.
I find it interesting, not sure what I think of this piece yet though
Idye Lotz wrote: Scout squad vision: I know some scouts don't like this, and for pub matches I agree with them, so maybe have it be a toggible (or another module?) option it would be nice for scouts to be able broadcast enemy positions without an active scanner in PC.
Other than that another equipment slot would be nice.
I'm part of the "NO" group on this one, this would just turn us into stepping stones for assaults to get more points and kills first. It would also make the active scanner useless on the scout as everything is already displayed, but without sp points.
It would also ruin any chances of our stealth kills |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
333
|
Posted - 2013.10.23 01:47:00 -
[3] - Quote
This isn't entirely fleshed out but I was thinking of an exchange for removing the light weapon slot make scouts the active module class. They can use any of the active modules but get a bonus to their suits preferred module
Sentinels are the heavy weapons class, the Commando is a duel light weapons class, making heavy frames the unique weapon specialists, Medium frames are the adaptable GÇ£can perform every single roleGÇ¥ class, logis being equipment/module focus and assaults being stat/weapon focused, thus Scouts should be the active module class, allowing them to explode with power in short bursts (this will also fit with how pilot suits would operate). This would replace them getting a second equipment slot and would remove the light weapon slot from their suits.
Scout suit stats arenGÇÖt that great in general to get much of an advantage from % boosting modules, and the module count is small to begin with and limited cpu/pg to stack mods, why not have unique and powerful modules just for the scout suit to have them get past this hard set limitation? They would have long cool downs when ran without bonuses and part of the racial scout bonuses could be applied to the reduction of these cool downs.
Caldari Racial: Tacnet Delusive Module cooldown
Tacnet Delusive Modules- The accuracy of targeting hostile playerGÇÖs Tacnet is dependent on precision beating out targets profile signature.
Solipsism Modules (Tacnet Jammer)- Turns off the mini map, turns off IFF (identify friend foe) indicators, cuts mic communication, prevents calling in of vehicles or strikes
Phantasm modules (decoy, false noise)- When used on the ground it creates false hostile signals on the enemies tacnet, when used on objectives, it falsely claims its being hacked
Mimatar scout active modules effect movement, filling an effective skirmisher role that can excel at hit and run tactics
Hermod Modules (chemical stimulates)- Increases speed by a large margin just as fast or faster than frame rate for a few seconds.
Olorun Modules (jump pack)-Activate the module and your jumps become boosted, you can also double jump with this. Falls can be controlled by slow ascension and dropping on an enemy causes an instant kill.
Amarr- Bonus to capacitor active modules While the capacitor stat doesnGÇÖt really exist in dust its function on how and why modules and weapons take cpu/pg do. Amarr scout would be a really good harrier by debuffing enemies
Neutralize (direct Debuff)- temporarily negates the effect of some of the modules on hostile targets (some modules would be immune for common sense purposes) also slows down enemy units
***PLACE HOLDER*** Though I was debating a teleporting function
Gallente- Bonus to Stealth/Detection Active Modules
Ghost Modules (cloak)- self explanatory
***PLACE HOLDER***
|
|
|
|