Gh0st C0de
Spirit Collective
80
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Posted - 2013.10.25 02:45:00 -
[1] - Quote
I have observed that a great many people have realized that the scout suit is underpowered. The speed boost we scouts receive can be reached with minimal SP investment by an assault. Even were that not the case, that minor sprint boost does not make up for the crippling loss of EHP and the very slim Pg/CPU margin we have to work with.
I will not rehash at length the many excellent ideas that have been bandied about for making scouts more substantial, but I do have an additional suggestion that may be workable.
Earlier, in another thread, I had suggested the implementation of two "scouting slots" on all scout suits, all levels and types of scout suits would have these two slots. These slots would be designated for certain equipment only useable by scouts. To further this concept I feel it would be best to make injectors and repair tools for logistics use only. Links, Hives, Remote Explosives and Scanners would remain universally useable. Though it may also make sense to make the scanner scout only.
The nature of these role-defining equipments would be to fundamentally alter the abilities of the scout in question. Rather than finite devices such as a hive they would allow new functions to be used indefinitely, such as the case with the active scanner.
In my opinion, a silencer would be the quintessential example of this concept. It need not be applied to weapons directly, as Dust weapons need not operate within the bounds of current weapon technology. The equipment could present itself as a small piece of hardware that is installed in a weapon (thus not requiring new weapon models). This could replace the standard firing sound with a small hiss that can only be heard by players within ten yards or so. So, firing a pistol directly behind someone would be audible as a hiss, but shooting them from over ten yards away would not. Essential to the functionality of this silencer would be the function of eliminating the red arrows that show the direction of the shots origin if people are outside of audible range. As such, a scout could shoot at enemies with no hint as to his or her position.
A cloaking device would fit in this category nicely, something that could cloak the scout while not firing, or for a certain duration with a subsequent short cool down. If cloaking could cause one to disappear from enemy radar then it could be combined with a silencer to devastating effect, truly making the silent infiltrator or assassin scout a force on the battlefield. Imagine a red dot popping up on your display for a flash... one of your squad drops, then the red dot disappears. The recon focused scout could run a cloak and scanner rather than a silencer and retrieve intelligence from close proximity to the enemy.
In addition, a "grappling hook" type device or (very limited) jet-pack could be useful for scouts looking to go up and over buildings rather than around, adding to the mobility focus of the suit. Mobility is a trickier thing to develop equipment for, I have heard the jet-pack idea suggested, and I also like the sound of a short-range teleporter, but both sound like a little too much... while right now our extra .5 meter speed is too little.
Questions? Comments? Childishly rude criticisms or self-aggrandizing claims?
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Gh0st C0de
Spirit Collective
81
|
Posted - 2013.10.25 03:12:00 -
[2] - Quote
KING CHECKMATE wrote:GÇó Gh0st C0de: Add ''piece of hardware'' , scanner Jammer. Basically, Triples (At proto level) your current Profile dampening.
Example, at level 5, a scout has 25% default profile damp? with this Scanner Jammer it becomes %75 = 25 Scan Profile
Add this and you have a deal XD (main reason i stopped being a scout is how easy it is to counter them wth the SP friendly, Isk friendly Active scanners,that everyone and their mothers equip...)
I like this. Though, if we made Active Scanners part of the -scout only- equipment category, suddenly way fewer people are capable of using them and the role of the scout AS a scout becomes far more important. |