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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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Shinobi MumyoSakanagare ZaShigurui
Intara Direct Action Caldari State
301
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Posted - 2014.01.06 02:29:00 -
[2] - Quote
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 .
" BANE " of ALL vehicle users , Crush , Kill and Destroy ALL vehicles !!!!!
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Ralden Caster
Omega Elite Mercs INC.
12
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Posted - 2014.01.06 02:40:00 -
[3] - 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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Jooki Chewaka
Stalking Wolfpack
69
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Posted - 2014.01.06 02:44:00 -
[4] - Quote
havent you heard that they are gonna have all their bonus reworked and the hability to fit cloak (invisibility) devices -+?-+
See you from orbit
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Ralden Caster
Omega Elite Mercs INC.
12
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Posted - 2014.01.06 02:46:00 -
[5] - 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 -
[6] - 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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Jooki Chewaka
Stalking Wolfpack
69
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Posted - 2014.01.06 03:06:00 -
[7] - Quote
Ralden Caster wrote:0Yes 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. Then be smarter, dont just turn a corner and stay there... be a rat, belive me, it will be more than enough, im already saving SP to get a proto scout suit and stuff, im quite sure that it will have some kind of cooldown after decloaking and it wont allow to shoot cloaked, i would dare to say that if you sprint while cloaky youre going to be slightly detectable for a focused observer, some kind of distorsion, reflex on the air, or maybe it will make you run and sprint slower, or maybe even if you sprint you decloak, but having played other shooter with cloaking devices such as Dark Messiah and Crysis i can tell you cloaking is the most fun thing ever xD
On eve my 3 favourite pvp ships have a cloaking device, their roles are totally different, one is a bomber frigate, the other one is an ewar cruiser and the other one is a dps bricktank beast, and are the most fun ships ive ever flow :P
See you from orbit
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Thurak1
Psygod9 D.E.F.I.A.N.C.E
475
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Posted - 2014.01.06 04:01:00 -
[8] - Quote
I wont feel bad for a scout till the heavy is once again feared on the BF and not just a slow moving target. |
Jax Saurian
GunFall Mobilization Covert Intervention
147
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Posted - 2014.01.06 05:02:00 -
[9] - Quote
I believe scouts should take less fall damage
but having them take NO fall damage is a little on the unfair side
"and when they catch you, they will kill you... ...but first they must catch you" motto of the scouts
Closed Beta Vet
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Ralden Caster
Omega Elite Mercs INC.
27
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Posted - 2014.01.19 00:19:00 -
[10] - 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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Grief PK
Ancient Exiles. Renegade Alliance
87
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Posted - 2014.01.19 00:42:00 -
[11] - Quote
After reading the first two sentences of the OP I stopped ... I will reply to the title not the post. I agree scouts should take less fall damage, it should be similar to "Safe Fall" in EQ. You train a skill that reduces the % of damage taken from certain distances. |
ALPHA DECRIPTER
Dragon-Empire
670
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Posted - 2014.01.19 01:18:00 -
[12] - Quote
Would I complain if I took no fall damage? NOPE! Do think that's the right way to go? NOPE!
Yea, we need some fall resistance but to be immune is to go a little overboard.
As for the cloak, there is a shimmer effect that intensifies as you move. One of the scouts was going to have a bonus to reduce the shimmer effect but apparently CCP changed there mind.
Scout Tactician
Dance puppets, DANCE!
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Shepard favStore
Sinq Laison Gendarmes Gallente Federation
8
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Posted - 2014.01.19 01:22:00 -
[13] - Quote
CCP should add some agility skills that :
reduces the falling damage by a %. (scout suit's falling damage are reduced by default, like you only losing 10 HP for a 20m fall).
increase the jump's length by %(and also a module that allows to double jump, only the second jump is affected by the module).
and reduce the delay of all animation like switching weapons, doing melee, the recovery time of inertia dampener's animation for others suits, using nanohives,nano injectors, portals, remotes,ect....
and why we can't crush enemy whith the inertia dampener? it would be a risky but rewarding choice in some urban maps. |
ALPHA DECRIPTER
Dragon-Empire
670
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Posted - 2014.01.19 01:27:00 -
[14] - Quote
Shepard favStore wrote:CCP should add some agility skills that :
reduces the falling damage by a %. (scout suit's falling damage are reduced by default, like you only losing 10 HP for a 20m fall).
increase the jump's length by %(and also a module that allows to double jump, only the second jump is affected by the module).
and reduce the delay of all animation like switching weapons, doing melee, the recovery time of inertia dampener's animation for others suits, using nanohives,nano injectors, portals, remotes,ect....
and why we can't crush enemy whith the inertia dampener? it would be a risky but rewarding choice in some urban maps.
You have a brain... You are using your brain!.... [Thinking: I like this guy]
But seriously I think inertia crushing would be awesome (+100WP!!!!!!!)
Scout Tactician
Dance puppets, DANCE!
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Shepard favStore
Sinq Laison Gendarmes Gallente Federation
9
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Posted - 2014.01.19 02:12:00 -
[15] - Quote
CCP have jovians brains! they can do it easely! |
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