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Meee One
Clones Of The Damned Zero-Day
41
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Posted - 2013.12.24 00:39:00 -
[1] - Quote
I'm not a scout but these ideas sound good to meee. All but one:increased zoom for sniper rifles,unless the suit loses it's grenade AND sidearm. |
Meee One
Clones Of The Damned Zero-Day
41
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Posted - 2013.12.24 00:50:00 -
[2] - Quote
Artificer Ghost wrote:If it lost a grenade and a sidearm, it's be better to just use a Logistics, because I think trading equipment for zoom is a fair trade. Besides, it'll have a low slot count anyways. What you're creating is something that's like...
1 high 2 lows 1 equipment 1 weapon
The Overseer should be able to defend himself, if the situation calls for it.
+Zoom increase would be minimal. Like, 1-3% per level. So what you essentially want is a light commando that specialises in sniping. If they won't give heavy commando any weapon specialisations why be unfair and make a light suit that has it,why not just buff the commando they already have? |
Meee One
Clones Of The Damned Zero-Day
41
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Posted - 2013.12.24 01:04:00 -
[3] - Quote
I agree with your layout MINUS the grenade AND sidearm. If you have so much zoom you would be insane to get close enough to need either. "Overseer" would "oversee" not "be in the midst of". Also it removes any temptation to get in close. It keeps the sniper on their toes and far away from active battle. Grenade and sidearm would be OP,for a suit that is supposed to specialise in LONG RANGE fighting. |
Meee One
Clones Of The Damned Zero-Day
41
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Posted - 2013.12.24 01:17:00 -
[4] - Quote
Artificer Ghost wrote:Ok, I'll lose Grenade, but the sidearm stays, because you still need something to defend yourself. You're forgetting the most basic phrase: If you don't go to the party, the party will be brought to you. No idea if you're a Logistics or not, but while sniping in a Logi suit, we die 99% of time at any range closer than 30m. You may keep your sidearm at a cost: -1 low slot -or- -1 equipment slot |
Meee One
Clones Of The Damned Zero-Day
41
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Posted - 2013.12.24 01:27:00 -
[5] - Quote
Artificer Ghost wrote:Are you bargaining with things that I made? That's terrible. :(
For a scout suit designed to hide and flee quickly it isn't. Especially since a player would have to have a very good scanner (ADV or better) to even find the basic model. You're picturing a sniper fending of enemies,i'm picturing a sniper that knows his limits and falling back to a more advantageous location. |
Meee One
Clones Of The Damned Zero-Day
41
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Posted - 2013.12.24 01:47:00 -
[6] - Quote
If your job is sniping and someone sneaks up on you,you are bad at your job. Long distance suits should only accel at long distance combat,and be weak to any other type.(weaknesses are essential to prevent suits from becoming OP) With your suggestions you may as well just give the zoom bonus to assault suits. |
Meee One
Clones Of The Damned Zero-Day
41
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Posted - 2013.12.24 01:59:00 -
[7] - Quote
Artificer Ghost wrote:Ok, ok. Here's this.
The Scout was originally designed with a Sniper Rifle. Before your time, in the days of "Chromosome" you had different classes to choose from: Arbiter, Artificer, Enforcer, Sentinel.
Arbiter came with a Scout suit, with a Sniper RIfle, and a Submachien Gun. What I'm proposing here is basically that, but with a low slot count in exchange for lower Scan Profile and a higher Scan Radius. If it's a long-range suit, it won't become OP if it has a weapon that's WEAKER than a light weapon, to defend itself. If someone comes at you with an Assault Rifle, and you kill him with a Submachine Gun, you deserve that kill. Again, long distance suits should only accel at long distance combat. ANY short-medium range weapons would unbalance the suits purpose. If you must have a sidearm simply pick another class. If a short-medium range attacker comes at a long range attacker the long range attacker has two options: -flee (which would be smart) -die |
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