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Ralden Caster
Omega Elite Mercs INC.
6
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Posted - 2014.01.06 01:52:00 -
[1] - Quote
As it stands now, unless you are a keyboard and mouse user (a topic that should be discussed elsewhere), the scout suit stands to be rather underpowered. The only real reason to run scout is for a pure fun factor or for sniping. It often is not even as stealthy as people make it to be; whenever a scout is seen, everyone on the entire match guns for him specifically. Jumping from a high place and having that huge inertia dampener crater effect is certainly not helping. Therefore, the best thing to do is to negate all fall damage from the scout. The inertia dampener, therefore, would not need to be activated for fall damage to be negated. What does this do, you ask? Most of you should be familiar with the fact that when falling a certain distance, the inertia dampener prompt comes up. While falling after this point, the weapon that you were holding becomes unavailable. What should happen for the scout is the falling animation should be removed. Also, upon landing, there would be no recovery time for the scout to get back up, as he would land on his feet. This would give a scout a more viable role on the battlefield by allowing him to jump out of a dropship and instantly partake in action as opposed to having to recover from the fall. This would also increase the efficiency of the Nova Knives, which could be charged up while falling to get the drop on enemies and slice them before they could react. Overall, falling from large heights with an inertia dampener negates stealth tactics, which would negate the use of scouts in the first place. Also, by having scouts jump out of dropships prepared for battle, this would help the dropship improve upon its roll as troop transport instead of just being useed to fly into inaccessible locations. More dropships would have mCRUs as scouts would be more willing to spawn in on the ship.
And now the Forge Gun is little more than a dust collector, no pun intended.
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Ralden Caster
Omega Elite Mercs INC.
12
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Posted - 2014.01.06 02:40:00 -
[2] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:Ralden Caster wrote:As it stands now, unless you are a keyboard and mouse user (a topic that should be discussed elsewhere), the scout suit stands to be rather underpowered. The only real reason to run scout is for a pure fun factor or for sniping. It often is not even as stealthy as people make it to be; whenever a scout is seen, everyone on the entire match guns for him specifically.
Jumping from a high place and having that huge inertia dampener crater effect is certainly not helping. Therefore, the best thing to do is to negate all fall damage from the scout. The inertia dampener, therefore, would not need to be activated for fall damage to be negated. What does this do, you ask? Most of you should be familiar with the fact that when falling a certain distance, the inertia dampener prompt comes up. While falling after this point, the weapon that you were holding becomes unavailable.
What should happen for the scout is the falling animation should be removed. Also, upon landing, there would be no recovery time for the scout to get back up, as he would land on his feet. This would give a scout a more viable role on the battlefield by allowing him to jump out of a dropship and instantly partake in action as opposed to having to recover from the fall.
This would also increase the efficiency of the Nova Knives, which could be charged up while falling to get the drop on enemies and slice them before they could react. Overall, falling from large heights with an inertia dampener negates stealth tactics, which would negate the use of scouts in the first place. Also, by having scouts jump out of dropships prepared for battle, this would help the dropship improve upon its roll as troop transport instead of just being useed to fly into inaccessible locations. More dropships would have mCRUs as scouts would be more willing to spawn in on the ship. Trust me these people will talk about how you wrote what you wrote and not the message in what was written . They get side tracked sometimes like that . I am in favor of anything that would help a scout and sounds reasonable . They should be the most flexible and have the greatest dexterity as well as being the most limber . Thanks. Also, I want to change the title of this feedback post to make it seem more appealing. Any idea how?
And now the Forge Gun is little more than a dust collector, no pun intended.
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Ralden Caster
Omega Elite Mercs INC.
12
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Posted - 2014.01.06 02:46:00 -
[3] - Quote
Jooki Chewaka wrote:havent you heard that they are gonna have all their bonus reworked and the hability to fit cloak (invisibility) devices -+?-+ Yes but would it be enough? I mean, people will just start spam-firing everywhere to find them. This alongside it would make the scout more appealing, along with (now that I have thought of it) a reduction to spawn timer delay.
And now the Forge Gun is little more than a dust collector, no pun intended.
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Ralden Caster
Omega Elite Mercs INC.
12
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Posted - 2014.01.06 02:47:00 -
[4] - Quote
Or maybe only 2 of the 3, or else the situation could be similar to the one right now with the new rifles and vehicle "re-balancing".
And now the Forge Gun is little more than a dust collector, no pun intended.
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Ralden Caster
Omega Elite Mercs INC.
27
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Posted - 2014.01.19 00:19:00 -
[5] - Quote
Jax Saurian wrote:I believe scouts should take less fall damage
but having them take NO fall damage is a little on the unfair side Then how about this?
After falling the distance that the dampener activates, it auto-engages, but the effects are different; instead of having a white aura when falling, you simply extend your legs. Your weapon would still be primed and useable while falling, and upon landing, a scout instantly recovers, requiring no time to get back up, as he lands on his feet.
Minmatar Dropship.
Uprising 1.7.
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