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Oswald Rehnquist
728
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Posted - 2013.11.28 07:33:00 -
[1] - Quote
Essentially scouts should be 2 fold, and hold these as legitimate strengths
Flanking unit - From shotgun/knife skirmishers, to pistol stalkers, to rolling snipers
Beyond dressing themselves as light assault units by forgoing the scouts cultural strengths, this is what scouts currently do and how they play for the most part. The only downside to this role is even the amazing scout slayer games still run about 10 to 20 kills short of the amazing logi/medium slayer runs (scouts 30/1, 20/1 compared to logis/mediums 40/1, 50/1 games).
So in competitive play, a scout would always be inferior to a medium on this aspect, which is fine because I honestly think scouts should operate in another facet of play which is what this post is about.
The Flanking aspect should be the scout v medium frame aspect, which it shouldn't out perform the assaults on straight up killing anyways, but scouts should operate on another front, in fact it should be an entirely separate electronic/assassin based war between opposing scouts.
AoE Debuffer vs. Hunter Assassin
Something akin to a large AoE debuffer, AKA EWAR unit which hinders groups of enemy hostiles like say slowly drains 10% of ammo every min its channeled (I just made up the numbers don't eat me), which then requires someone to go and kill that AoE debuffer. Considering how scouts are good at hiding and tracking down people, youGÇÖd have a scout v scout hunt of taking down the debuffer to free up your frontliners to perform at their peak, or you could be the unit which works as a hostile team divider (anti logi), while others skilled in hunting need to track you down. Thus the electronic / Assassin front of the battle.
As how to go about it, that is up to CCP, I just want this to happen, I honestly believe scouts should get active modules like vehicles do but have debuff like functions instead, which are thus scout only, the sentinel separates itself on its exclusive heavy weapon slot because the suit was specifically designed to use such, so why canGÇÖt the scout specifically get a module that was designed around the scout suit? But that is up for debate
This is what I envision for the scout at any rate, what are your thoughts on this?
Below 28 dB
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Ivy Zalinto
Bobbit's Hangmen
35
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Posted - 2013.11.28 07:39:00 -
[2] - Quote
Id love to see more ewar. Thats what my suits mostly are about at the moment but sadly there arent really any ewar equip unless you count active scanners. A mass shield drain would be neat as well, possibly an interferance module that causes numbers of phantom hostile signatures on your screen and radar would be neat too. Have them move like the radar jammer did in halo. Of course we could figure out which dot was the person in halo but its doable and id love to see it in the future.
Dedicated scout. Because the suit is underpowered. Imagine the good ones when we get buffed people ;)
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mollerz
Minja Scouts
989
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Posted - 2013.11.28 07:44:00 -
[3] - Quote
but logi
I play an assault scout. I do okay enough.
mr musturd straight up plays an assault scout and he scores higher than most. The Ugly does as well.
we are out there.
There's nothing wrong with being creative with a role. The main problem is incompleteness of the game, bugs, lack of balance, etc. |
mr musturd
0uter.Heaven Proficiency V.
135
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Posted - 2013.11.28 11:29:00 -
[4] - Quote
mollerz wrote:but logi
I play an assault scout. I do okay enough.
mr musturd straight up plays an assault scout and he scores higher than most. The Ugly does as well.
we are out there.
There's nothing wrong with being creative with a role. The main problem is incompleteness of the game, bugs, lack of balance, etc. i wouldnt exactly say i play an assault scout mollerz, i flank when possible and try and stay hidden but for some reason i always find myself rushing a guy head on with my pistol i prefer to stay stealthy when i can but sometimes i just go on autopilot and forget my suit has less than 350hp |
Korvin Lomont
United Pwnage Service RISE of LEGION
281
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Posted - 2013.11.28 12:24:00 -
[5] - Quote
Oswald Rehnquist wrote:Essentially scouts should be 2 fold, and hold these as legitimate strengths
Flanking unit - From shotgun/knife skirmishers, to pistol stalkers, to rolling snipers
Beyond dressing themselves as light assault units by forgoing the scouts cultural strengths, this is what scouts currently do and how they play for the most part. The only downside to this role is even the amazing scout slayer games still run about 10 to 20 kills short of the amazing logi/medium slayer runs (scouts 30/1, 20/1 compared to logis/mediums 40/1, 50/1 games).
So in competitive play, a scout would always be inferior to a medium on this aspect, which is fine because I honestly think scouts should operate in another facet of play which is what this post is about.
The Flanking aspect should be the scout v medium frame aspect, which it shouldn't out perform the assaults on straight up killing anyways, but scouts should operate on another front, in fact it should be an entirely separate electronic/assassin based war between opposing scouts.
AoE Debuffer vs. Hunter Assassin
Something akin to a large AoE debuffer, AKA EWAR unit which hinders groups of enemy hostiles like say slowly drains 10% of ammo every min its channeled (I just made up the numbers don't eat me), which then requires someone to go and kill that AoE debuffer. Considering how scouts are good at hiding and tracking down people, youGÇÖd have a scout v scout hunt of taking down the debuffer to free up your frontliners to perform at their peak, or you could be the unit which works as a hostile team divider (anti logi), while others skilled in hunting need to track you down. Thus the electronic / Assassin front of the battle.
As how to go about it, that is up to CCP, I just want this to happen, I honestly believe scouts should get active modules like vehicles do but have debuff like functions instead, which are thus scout only, the sentinel separates itself on its exclusive heavy weapon slot because the suit was specifically designed to use such, so why canGÇÖt the scout specifically get a module that was designed around the scout suit? But that is up for debate
This is what I envision for the scout at any rate, what are your thoughts on this?
On paper all this reads fine but lets face it: what ever Ewar CCP will come up with other suits (medium) will be able to make better use of. The scout simply has not the slot layout to be a Ewar factor nor has he the CPU/PG.
They are only slightly faster than assaults with considerable less HP and they can't really take advantage of their (limited) slots due to a lack of CPU/PG.
Scouts can't outrun bullets and they can't be stealthy and use other modules. They have no role and any role that depends highly on stealth and modules/equipment scouts cannot fullfill in their current design.
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Mdog 24158
Crux Special Tasks Group Gallente Federation
31
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Posted - 2013.11.28 16:02:00 -
[6] - Quote
Oswald Rehnquist wrote:Essentially scouts should be 2 fold, and hold these as legitimate strengths
Flanking unit - From shotgun/knife skirmishers, to pistol stalkers, to rolling snipers
Beyond dressing themselves as light assault units by forgoing the scouts cultural strengths, this is what scouts currently do and how they play for the most part. The only downside to this role is even the amazing scout slayer games still run about 10 to 20 kills short of the amazing logi/medium slayer runs (scouts 30/1, 20/1 compared to logis/mediums 40/1, 50/1 games).
So in competitive play, a scout would always be inferior to a medium on this aspect, which is fine because I honestly think scouts should operate in another facet of play which is what this post is about.
The Flanking aspect should be the scout v medium frame aspect, which it shouldn't out perform the assaults on straight up killing anyways, but scouts should operate on another front, in fact it should be an entirely separate electronic/assassin based war between opposing scouts.
AoE Debuffer vs. Hunter Assassin
Something akin to a large AoE debuffer, AKA EWAR unit which hinders groups of enemy hostiles like say slowly drains 10% of ammo every min its channeled (I just made up the numbers don't eat me), which then requires someone to go and kill that AoE debuffer. Considering how scouts are good at hiding and tracking down people, youGÇÖd have a scout v scout hunt of taking down the debuffer to free up your frontliners to perform at their peak, or you could be the unit which works as a hostile team divider (anti logi), while others skilled in hunting need to track you down. Thus the electronic / Assassin front of the battle.
As how to go about it, that is up to CCP, I just want this to happen, I honestly believe scouts should get active modules like vehicles do but have debuff like functions instead, which are thus scout only, the sentinel separates itself on its exclusive heavy weapon slot because the suit was specifically designed to use such, so why canGÇÖt the scout specifically get a module that was designed around the scout suit? But that is up for debate
This is what I envision for the scout at any rate, what are your thoughts on this?
Pointless with that proto scanner
Flying derpships and scout shotgunning 24/7 quite fun i must say
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Admonishment
The Enclave Syndicate Dark Taboo
28
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Posted - 2013.11.28 17:42:00 -
[7] - Quote
Oswald Rehnquist wrote:Essentially scouts should be 2 fold, and hold these as legitimate strengths
Flanking unit - From shotgun/knife skirmishers, to pistol stalkers, to rolling snipers
Beyond dressing themselves as light assault units by forgoing the scouts cultural strengths, this is what scouts currently do and how they play for the most part. The only downside to this role is even the amazing scout slayer games still run about 10 to 20 kills short of the amazing logi/medium slayer runs (scouts 30/1, 20/1 compared to logis/mediums 40/1, 50/1 games).
So in competitive play, a scout would always be inferior to a medium on this aspect, which is fine because I honestly think scouts should operate in another facet of play which is what this post is about.
The Flanking aspect should be the scout v medium frame aspect, which it shouldn't out perform the assaults on straight up killing anyways, but scouts should operate on another front, in fact it should be an entirely separate electronic/assassin based war between opposing scouts.
AoE Debuffer vs. Hunter Assassin
Something akin to a large AoE debuffer, AKA EWAR unit which hinders groups of enemy hostiles like say slowly drains 10% of ammo every min its channeled (I just made up the numbers don't eat me), which then requires someone to go and kill that AoE debuffer. Considering how scouts are good at hiding and tracking down people, youGÇÖd have a scout v scout hunt of taking down the debuffer to free up your frontliners to perform at their peak, or you could be the unit which works as a hostile team divider (anti logi), while others skilled in hunting need to track you down. Thus the electronic / Assassin front of the battle.
As how to go about it, that is up to CCP, I just want this to happen, I honestly believe scouts should get active modules like vehicles do but have debuff like functions instead, which are thus scout only, the sentinel separates itself on its exclusive heavy weapon slot because the suit was specifically designed to use such, so why canGÇÖt the scout specifically get a module that was designed around the scout suit? But that is up for debate
This is what I envision for the scout at any rate, what are your thoughts on this?
I envision my scout knifing someone in their back instead. Not every scout plays the same way. Some like to go around slaying some don't. It should be more left up to the player and not what is forced upon the suit.
For the Principality of Zeon!
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Oswald Rehnquist
734
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Posted - 2013.11.28 18:31:00 -
[8] - Quote
mollerz wrote:but logi
I play an assault scout. I do okay enough.
mr musturd straight up plays an assault scout and he scores higher than most. The Ugly does as well.
we are out there.
There's nothing wrong with being creative with a role. The main problem is incompleteness of the game, bugs, lack of balance, etc.
Admonishment wrote:
I envision my scout knifing someone in their back instead. Not every scout plays the same way. Some like to go around slaying some don't. It should be more left up to the player and not what is forced upon the suit.
I never said no slaying at all, we currently do that, what I am saying is that we need another utility role in addition
Below 28 dB
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Cody Sietz
Unkn0wn Killers Renegade Alliance
1625
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Posted - 2013.11.28 18:35:00 -
[9] - Quote
I think the most simple way to make scouts better scouts is to take away scanner from medium frames and give it to lights only.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Outer Raven
Capital Acquisitions LLC Public Disorder.
75
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Posted - 2013.11.28 18:38:00 -
[10] - Quote
Korvin Lomont wrote:Oswald Rehnquist wrote:Essentially scouts should be 2 fold, and hold these as legitimate strengths
Flanking unit - From shotgun/knife skirmishers, to pistol stalkers, to rolling snipers
Beyond dressing themselves as light assault units by forgoing the scouts cultural strengths, this is what scouts currently do and how they play for the most part. The only downside to this role is even the amazing scout slayer games still run about 10 to 20 kills short of the amazing logi/medium slayer runs (scouts 30/1, 20/1 compared to logis/mediums 40/1, 50/1 games).
So in competitive play, a scout would always be inferior to a medium on this aspect, which is fine because I honestly think scouts should operate in another facet of play which is what this post is about.
The Flanking aspect should be the scout v medium frame aspect, which it shouldn't out perform the assaults on straight up killing anyways, but scouts should operate on another front, in fact it should be an entirely separate electronic/assassin based war between opposing scouts.
AoE Debuffer vs. Hunter Assassin
Something akin to a large AoE debuffer, AKA EWAR unit which hinders groups of enemy hostiles like say slowly drains 10% of ammo every min its channeled (I just made up the numbers don't eat me), which then requires someone to go and kill that AoE debuffer. Considering how scouts are good at hiding and tracking down people, youGÇÖd have a scout v scout hunt of taking down the debuffer to free up your frontliners to perform at their peak, or you could be the unit which works as a hostile team divider (anti logi), while others skilled in hunting need to track you down. Thus the electronic / Assassin front of the battle.
As how to go about it, that is up to CCP, I just want this to happen, I honestly believe scouts should get active modules like vehicles do but have debuff like functions instead, which are thus scout only, the sentinel separates itself on its exclusive heavy weapon slot because the suit was specifically designed to use such, so why canGÇÖt the scout specifically get a module that was designed around the scout suit? But that is up for debate
This is what I envision for the scout at any rate, what are your thoughts on this?
On paper all this reads fine but lets face it: what ever Ewar CCP will come up with other suits (medium) will be able to make better use of. The scout simply has not the slot layout to be a Ewar factor nor has he the CPU/PG. They are only slightly faster than assaults with considerable less HP and they can't really take advantage of their (limited) slots due to a lack of CPU/PG. Scouts can't outrun bullets and they can't be stealthy and use other modules. They have no role and any role that depends highly on stealth and modules/equipment scouts cannot fullfill in their current design. ^This
/rant begin
Honestly when looking at most scout play out there, should just call them "light assaults" as opposed to scouts "what ever that means any ways". But like others have said people should be able to play as they will but I mean what else can you do with them.
Though I am of the opinion that scouts will eventually become moving active scanners and tacnet/radar disruptor. But with this current 16 vs 16 platform and everyone just zerging points due to not being enough players to fully defend points or have multiple battles happening on these large maps. Not sure if it would even be enough to justify scouts staying in there current iteration.
Not even sure how useful or effective it would be with a scout. Consider this when scouting currently you may often find yourself hacking open objectives but if you bring an active scanner an you alert any one who is at the objective to your presence which 9/10 means death.
But what if you did the same thing with an ewar radar disruptor, etc., the outcome would be very similar to the fore mentioned conclusion and as now people would just use said tools on a suit that actually can survive such solo encounters. Oh well I might be pleasantly surprised what the future brings "shrugs".
/rant over
Gû¦Gû+ Outer Raven /// Sniper /// Head Hunter Gû+Gû¦
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mollerz
Minja Scouts
1013
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Posted - 2013.11.28 18:45:00 -
[11] - Quote
mr musturd wrote:mollerz wrote:but logi
I play an assault scout. I do okay enough.
mr musturd straight up plays an assault scout and he scores higher than most. The Ugly does as well.
we are out there.
There's nothing wrong with being creative with a role. The main problem is incompleteness of the game, bugs, lack of balance, etc. i wouldnt exactly say i play an assault scout mollerz, i flank when possible and try and stay hidden but for some reason i always find myself rushing a guy head on with my pistol i prefer to stay stealthy when i can but sometimes i just go on autopilot and forget my suit has less than 350hp
Don't lie. I have seen your lawn mower move more than once.
happy turkey day dude!
#shittycoding
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mollerz
Minja Scouts
1013
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Posted - 2013.11.28 18:47:00 -
[12] - Quote
Oswald Rehnquist wrote:Admonishment wrote:
I envision my scout knifing someone in their back instead. Not every scout plays the same way. Some like to go around slaying some don't. It should be more left up to the player and not what is forced upon the suit.
I never said no slaying at all, we currently do that, what I am saying is that we need another utility role in addition
Oh for sure. I didn't mean to say your idea wasn't good. We definitely need a fuller scout role. Or at least more options. I do like your ideas!
#shittycoding
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