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Scout Registry
453
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Posted - 2014.01.13 19:25:00 -
[1] - Quote
The Nerf Chromosome Scout meet Uprising Scout. Worse Speed, Stamina, Scan Stats, Slots, PG/CPU, Jumps, Evasives, Comparative HP, etc.
The Wait 1.0 thru 1.X. Scouts await redemption, "Dev Hugs", and future role.
The Carrot Cloak is around the corner. This will surely be what sets the Scout apart from the others.
The Trade Cloak wasn't built into the Scout Suit, so now the Scout must bargain for it. Does he wish to trade his preferred Equipment or sacrifice his trusty Sidearm?
The Outcome Trades EQ: The Scout pursues selfish path; no Uplinks, no Recon, no Sabotage to support squad. Trades SW: No one knows what became of the Scout Sniper, Shotgunner, Swarmer, Knifer, etc.
No Quid Pro Quo (Pretty Please) We've waited for something to set us apart. For the Dev Hugs promised long ago. Why must we sacrifice something so valuable to receive the role we've awaited? |
Knight Soiaire
BurgezzE.T.F
4439
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Posted - 2014.01.13 19:27:00 -
[2] - Quote
Minmatar Scout needs to be 1 / 1 / 2, its just going to become laughable with a Bonus to Knives and only one weapon slot to fill, its also going to be laughable with a layout of 1 / 1 / 1 because they'll be practically untouched in terms of how useful they are to a team as a whole.
Provider of Vanilla Scented Soap Bars
EVE - White Sign Soapstone (Trial for newbs)
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Ghost Kaisar
Titans of Phoenix Legacy Rising
1847
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Posted - 2014.01.13 19:37:00 -
[3] - Quote
So, I am going to go against the Hive Mind in Scouts United here.
Don't hate me.
I think scouts will be fine with no Sidearm and two equipment slots. It will be the death of the "Light Assault" scout we have now, but if the cloak is a great offensive AND defensive equipment, it will let scouts fill a more Utility role on the Battlefield.
It will require a change in play-style. But we will survive, and may even come out of it better.
However, let me be clear. I ONLY support this if you make the class have better Utility abilities! Nobody wants to have the class become the current scout with no sidearm and two equipment. This will KILL the scout. It NEEDS to have a definite Stealth/Utility role to make this work.
Also, Minmatar Scout will be awesome if they give it the same treatment. It should be a scout focused on combat, so give it some abilities that increase it's viability to deal DAMAGE. Cloak will help this immensely if DONE RIGHT.
In short, this CAN work. But if you screw it up, scouts will be in the worse state they have EVER seen.
AND WE WILL BE PISSED.
Nothing says "F**K YOU!" like a direct Flaylock to the face.
Minmatar. In Rust we trust.
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mr musturd
0uter.Heaven
270
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Posted - 2014.01.13 19:40:00 -
[4] - Quote
Minny combat scout? Other scouts recon and support? Is that what's going on? |
Daxxis KANNAH
Distinct Covert Initiative
628
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Posted - 2014.01.13 19:41:00 -
[5] - Quote
As Oliver said "more sir"
Back of the bus for far too long. We should sit at the table, just as the medium frames do and the heavy frames are about to.
I invite the devs to lay all dropsuits slot configs and bonuses on the table and make the case about why they would remove our weapon slot and not straight up give us additions.
They went on record saying we were under-performing so make the case why they want to subtract to add.
In your blind spot
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Ruthless Lee
The Eliminators
216
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Posted - 2014.01.13 19:41:00 -
[6] - Quote
Ghost Kaisar wrote:So, I am going to go against the Hive Mind in Scouts United here.
Don't hate me.
I think scouts will be fine with no Sidearm and two equipment slots. It will be the death of the "Light Assault" scout we have now, but if the cloak is a great offensive AND defensive equipment, it will let scouts fill a more Utility role on the Battlefield.
It will require a change in play-style. But we will survive, and may even come out of it better.
However, let me be clear. I ONLY support this if you make the class have better Utility abilities! Nobody wants to have the class become the current scout with no sidearm and two equipment. This will KILL the scout. It NEEDS to have a definite Stealth/Utility role to make this work.
Also, Minmatar Scout will be awesome if they give it the same treatment. It should be a scout focused on combat, so give it some abilities that increase it's viability to deal DAMAGE. Cloak will help this immensely if DONE RIGHT.
In short, this CAN work. But if you screw it up, scouts will be in the worse state they have EVER seen.
AND WE WILL BE PISSED.
I don't disagree with all of your thoughts, just one thing ... I don't think there's much of a Hive Mind among the scout community. We tend to ramble back and forth quite a bit, you know. |
Ruthless Lee
The Eliminators
216
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Posted - 2014.01.13 19:42:00 -
[7] - Quote
mr musturd wrote:Minny combat scout? Other scouts recon and support? Is that what's going on?
You just keep stabbing, sir ... we'll let you know when this is all sorted |
Arkena Wyrnspire
Fatal Absolution Covert Intervention
7846
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Posted - 2014.01.13 19:43:00 -
[8] - Quote
If I may...
Can we bring back the Type-II/B-series/Vk.1s?
That way everyone has a choice between the EQ slot or the sidearm. There is more variety. There is less frustration with useless skill levels.
Everyone wins.
Level 7 Forum Warrior
Lenin of the glorious armoured revolution
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mr musturd
0uter.Heaven
270
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Posted - 2014.01.13 19:43:00 -
[9] - Quote
Ruthless Lee wrote:mr musturd wrote:Minny combat scout? Other scouts recon and support? Is that what's going on? You just keep stabbing, sir ... we'll let you know when this is all sorted Will do, my friend. |
Joel II X
Dah Gods O Bacon
492
|
Posted - 2014.01.13 19:47:00 -
[10] - Quote
There should be two light specifications.
1 would have its two weapon slots and 1 equipment. Covert Ops
2 the other would have 1 weapon and two equipments. Scout
Covert Ops would be for solo assassinations, and a scout can actually scout.
Covert Ops get damping, scouts get scan radius and precision.
This way, everybody is happy.
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mollerz
Minja Scouts
1817
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Posted - 2014.01.13 19:49:00 -
[11] - Quote
If I may opine for a moment..
A Minja needs speed, stealth, and awareness.
Really, if those requirements aren't met anything put forth will be a fail.
You gotta hustle if you wanna make a dolla
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Krom Ganesh
Holdfast Syndicate Amarr Empire
1208
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Posted - 2014.01.13 19:51:00 -
[12] - Quote
I agree with you.
The scout shouldn't be geared towards direct offense. We already have two classes that are supposed to do that. (That is not to say we shouldn't be effective at combat. That is more up to the player's skill. My RR assures me that my ability to kill will be just fine even without a sidearm)
We should be centered around indirect offense. We can't do as well on average as the other classes so our skills should focus on weakening them before we go for the kill.
However, I concede this is a major hit to the scouts who like specialist weapons (knives, shotguns, MDs, LRs, etc.). If they are not satisfied with the min keeping a sidearm and 1 equipment, maybe the gal scout can join the min.
@mollerz
If necessary, we can build a better minja. We have the technology.
Scout Roles: M-Speedy Anarchist | C-Chaos Weaver | G-Stealth Recon | A-Endurance Hunter
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Zero Notion
Wraith Company
482
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Posted - 2014.01.13 19:51:00 -
[13] - Quote
I have a feeling that, now with racial variants being released, we'll see sub-variants of the suits that are modeled to specific niches/needs. |
Scout Registry
463
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Posted - 2014.01.13 20:11:00 -
[14] - Quote
Arkena Wyrnspire wrote:If I may...
Can we bring back the Type-II/B-series/Vk.1s?
That way everyone has a choice between the EQ slot or the sidearm. There is more variety. There is less frustration with useless skill levels.
Everyone wins. Oh how I miss Chromosome :-) Might we also see restored the Shotgun's former glory?
Daxxis KANNAH wrote: They went on record saying we were under-performing so make the case why they want to subtract to add.
Precisely. Is Cloak so strong that it requires a pound of flesh in advance? |
Driftward
Subdreddit Test Alliance Please Ignore
599
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Posted - 2014.01.13 20:31:00 -
[15] - Quote
Krom Ganesh wrote:I agree with you. The scout shouldn't be geared towards direct offense. We already have two classes that are supposed to do that. (That is not to say we shouldn't be effective at combat. That is more up to the player's skill. My RR assures me that my ability to kill will be just fine even without a sidearm) We should be centered around indirect offense. We can't do as well on average as the other classes so our skills should focus on weakening them before we go for the kill. However, I concede this is a major hit to the scouts who like specialist weapons (knives, shotguns, MDs, LRs, etc.). If they are not satisfied with the min keeping a sidearm and 1 equipment, maybe the gal scout can join the min. @mollerz If necessary, we can build a better minja. We have the technology.
If we need a second scout to keep their sidearm, I'd much prefer it was not the Gal scout (I feel that the gal scout is going to be the best "support scout" without needing a cloak, ie able to use both equips for support and still be eWAR invisible due to the passive profile reduction etc) Perhaps the Amarr scout should keep the sidearm (consistent with the Amarr Logi....) and only 1 equipment. |
Quil Evrything
Triple Terrors
721
|
Posted - 2014.01.13 20:33:00 -
[16] - Quote
Ghost Kaisar wrote:So, I am going to go against the Hive Mind in Scouts United here.
Don't hate me.
I think scouts will be fine with no Sidearm and two equipment slots. It will be the death of the "Light Assault" scout we have now, ...
Err, what? how is it possibly that?
The generic definition of "Light Assault", would be "light suit with an assault rifle". They're not stopping that.
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mollerz
Minja Scouts
1819
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Posted - 2014.01.13 20:36:00 -
[17] - Quote
Has anyone talked about giving scouts 2 EQ and 2 sidearms slots as a way to work them?
You gotta hustle if you wanna make a dolla
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Scout Registry
465
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Posted - 2014.01.13 20:40:00 -
[18] - Quote
mollerz wrote:Has anyone talked about giving scouts 2 EQ and 2 sidearms slots as a way to work them? I've not seen this suggestion yet, but I have seen ... "All Scout Suits should come with Nova Knives built it"
^ The Nova Knife embodies all things Scout. Every kill is earned. This idea I could get behind. |
mollerz
Minja Scouts
1822
|
Posted - 2014.01.13 21:03:00 -
[19] - Quote
Scout Registry wrote:mollerz wrote:Has anyone talked about giving scouts 2 EQ and 2 sidearms slots as a way to work them? I've not seen this suggestion yet, but I have seen ... "All Scout Suits should come with Nova Knives built it" ^ The Nova Knife embodies all things Scout. Every kill is earned. This idea I could get behind.
I suppose it's one and the same thing... however, I'd always defer to two empty blank slate slots to 1 blank slate and anything hardcoded. even knives.
maybe it's just the illusion of freedom, or perhaps, keeping knives as something you sacrifice for because it helps balance it's damage potential. If everyone haseasy access to them, then they will surely get nerf batted at some point.
You gotta hustle if you wanna make a dolla
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mollerz
Minja Scouts
1822
|
Posted - 2014.01.13 21:06:00 -
[20] - Quote
Would 2 sidearm slots and 2 equipment slots pass the smell test?
We'd lose any hope of ranged attack by the lack of a L slot. We'd keep the ability to have a backup weapon, and we'd also have 2 equipment slots.
So my Q is does 2SA/2EQ = 1L/1SA/1EQ vs 1L/2EQ = 1L/1SA/1EQ work?
You gotta hustle if you wanna make a dolla
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Ghost Kaisar
Titans of Phoenix Legacy Rising
1852
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Posted - 2014.01.13 21:39:00 -
[21] - Quote
Quil Evrything wrote:Ghost Kaisar wrote:So, I am going to go against the Hive Mind in Scouts United here.
Don't hate me.
I think scouts will be fine with no Sidearm and two equipment slots. It will be the death of the "Light Assault" scout we have now, ... Err, what? how is it possibly that? The generic definition of "Light Assault", would be "light suit with an assault rifle". They're not stopping that.
By "Light Assault", I mean the fact that Scouts right now depend on kills and hacks for warpoints. We are a combat based class, believe it or not. We have no way to truly scout, and not enough EQ slots to actually have decent utility.
By dropping a sidearm, and giving us a second EQ slot, we would be making a move toward a less combat oriented scout, and a more utility oriented scout.
Nothing says "F**K YOU!" like a direct Flaylock to the face.
Minmatar. In Rust we trust.
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Admonishment
The Enclave Syndicate Dark Taboo
68
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Posted - 2014.01.13 22:37:00 -
[22] - Quote
I put most my sp in weapons in shotguns and use a Gallente scout suit, even though the breach variant shot seems limited at times it what I like to use, but you need a side arm with it...so what happens to scouts that just use that play style that involved combat on that suit and then are suddenly told no, that's not what you are meant to do? Not every scout uses a rifle in their load out. As far as intel goes, other suits already do that with the amount of scanners I have seen running around, doesn't seem like much help when a large number of people keep saying we are for intel when they can just as easily, if not better on another suit do the same thing with more health. I shouldn't have to spec into a different weapon/suit just because my suit was changed. Are niche weapons getting buffed as well to make up for this? This may be nice for people that use other weapons but for the people that don't they are being limited if niche weapons stay as they are.
Level 5 proficiency in throat punching
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Galvan Nized
Deep Space Republic
522
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Posted - 2014.01.13 22:51:00 -
[23] - Quote
Please reconsider the 2 EQ slots for no sidearm. That immediately kills so many of the scouts....no more shotgun scouts, nova knife scouts, sniper scouts, plasma cannon scouts and any other who relies on sidearms.
And it probably kills shotguns, nova knives, and perhaps plasma cannon in near entirety as scouts are the main people who use these weapons.
Make a variant sure but don't kill the poor scouts. It's going to be so boring seeing only rifle scouts. |
Ryder Azorria
Amarr Templars Amarr Empire
823
|
Posted - 2014.01.13 23:08:00 -
[24] - Quote
Knight Soiaire wrote:Minmatar Scout needs to be 1 / 1 / 2, its just going to become laughable with a Bonus to Knives and only one weapon slot to fill, its also going to be laughable with a layout of 1 / 1 / 1 because they'll be practically untouched in terms of how useful they are to a team as a whole. You didn't read Remnants posts, did you.
Anyway, current thinking is that the Min Scout does in fact keep its sidearm and single equipment slot. |
Appia Vibbia
Ancient Exiles. Renegade Alliance
628
|
Posted - 2014.01.14 03:27:00 -
[25] - Quote
I like my Gallente Scout right where it is. I don't need a bonus to cloak and I don't need an extra equipment slot.
I'm queen of the CQC. Inside an Outpost is where I shine. I am dampened to the point when only the focused scanner will find me (**** that thing. seriously. **** it in the eye socket).
The 36m passive scan range is a bit litimited and I'd love it to be around 45 (return scout base scan range to 25m, 50% bonus from skill, and 25% from SiSi gallente scout skill). I lets me defend or push for points inside those Outposts. The Gallente Lag facility is fun with a Gallente Scout with a Shogun near [C] and [A] on the 3 point map. On orbital artillery the two points there make running Gal-Scout so much fun. The entirety of Biomass Outpost and Communications Outpost is so much fun too.
When playing a Gallente Scout the things that cause my death the most, since they toned down aim assist (I wish it didn't exist) has been Tanks, Assault Dropships, and getting caught out in the open.
Sure, a cloak would stop those deaths but in would increase my 1v1 rate of death by a lot. If the cloak works as posted by CCP- not these terrible, terrible ideas that have come from kain spero, IWS, or the rest of the forumites- then ever if I could fire a shotgun from cloak and immediately be uncloaked it would not change the number of shots to kill. 1 shot from a shotgun to kill a STD suit with only STD armor or shield. 2 shots to kill an ADV suit with ADV HP extenders, and 2 shots for the lightly armored/shielded protosuits while 3-4 shots to tanked Assaults and 4-5 shots against Gallente Logi. While 5-6 shots to take out a proto Heavy/Sentinel
This, All assuming it is does at Optimal Range which is 4.8m. By 10m i'm doing 13% damage efficacy. If you take away my sidearm on my scout, then I might as well play as a Logistics suit which can sprint just as fast and have more armor, and can use damage mods to reduce the number of shots fired. The loss of a sidearm is such a huge nerf. If myGallente Scout loses its sidearm, then I'll be switching to an Assault Suit for shotgun. I'll lose a little stealth and all my scanning for damage and HP. Cal-Assault for shotguns
CCP has to realize that this cloak is going to be a tool for logistics. Anything a Scout can do, a Logi can do better. The only way to get a Scout to use a Cloak better than a Logi is to give the Scout a free slot to use it with. Scouts Need 2 EQ slots (maybe only the protosuit like in Chromosome) and a sidearm Or we just need to have it have 2 variants again, one with the normal layout and one trading the sidearm for an equipment slot.
Appia Vibbia for CPM1
Cass Caul is no longer my alt
[email protected]
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BL4CKST4R
WarRavens League of Infamy
1565
|
Posted - 2014.01.14 03:30:00 -
[26] - Quote
Scout Registry wrote:The Nerf Chromosome Scout meet Uprising Scout. Worse Speed, Stamina, Scan Stats, Slots, PG/CPU, Jumps, Evasives, Comparative HP, etc.
The Wait 1.0 thru 1.X. Scouts await redemption, "Dev Hugs", and future role.
The Carrot Cloak is around the corner. This will surely be what sets the Scout apart from the others.
The Trade Cloak wasn't built into the Scout Suit, so now the Scout must bargain for it. Does he wish to trade his preferred Equipment or sacrifice his trusty Sidearm?
The Outcome Trades EQ: The Scout pursues selfish path; no Uplinks, no Recon, no Sabotage to support squad. Trades SW: No one knows what became of the Scout Sniper, Shotgunner, Swarmer, Knifer, etc.
No Quid Pro Quo (Pretty Please) Long we Scouts have awaited Dev Hugs; to our dismay they arrive in the form of a Trade. Many Scouts and many more Scoutly functions hang in the balance; must they be sacrificed?
How exactly does CCP expect me to return the hugs if they cut off one of my arms in the process of said hugs. - J0LLY R0G3R (Scout Registry, Page 353, Post 7043)
Cloak is a two edged sword for scouts if not done right. I think cloaks is going to lead to even squishier scouts.
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BL4CKST4R
WarRavens League of Infamy
1565
|
Posted - 2014.01.14 03:34:00 -
[27] - Quote
Scout Registry wrote:The Nerf Chromosome Scout meet Uprising Scout. Worse Speed, Stamina, Scan Stats, Slots, PG/CPU, Jumps, Evasives, Comparative HP, etc.
The Wait 1.0 thru 1.X. Scouts await redemption, "Dev Hugs", and future role.
The Carrot Cloak is around the corner. This will surely be what sets the Scout apart from the others.
The Trade Cloak wasn't built into the Scout Suit, so now the Scout must bargain for it. Does he wish to trade his preferred Equipment or sacrifice his trusty Sidearm?
The Outcome Trades EQ: The Scout pursues selfish path; no Uplinks, no Recon, no Sabotage to support squad. Trades SW: No one knows what became of the Scout Sniper, Shotgunner, Swarmer, Knifer, etc.
No Quid Pro Quo (Pretty Please) Long we Scouts have awaited Dev Hugs; to our dismay they arrive in the form of a Trade. Many Scouts and many more Scoutly functions hang in the balance; must they be sacrificed?
How exactly does CCP expect me to return the hugs if they cut off one of my arms in the process of said hugs. - J0LLY R0G3R (Scout Registry, Page 353, Post 7043)
At the very least give us 2 side arm slots :( |
mollerz
Minja Scouts
1839
|
Posted - 2014.01.14 03:40:00 -
[28] - Quote
The only reason the cloak is a two edged sword is because the med frames took the conversation there.
We are just outnumbered, outstupided, and outranked [looks at CPM].
You gotta hustle if you wanna make a dolla
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Marad''er
Ancient Exiles. Renegade Alliance
271
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Posted - 2014.01.14 03:43:00 -
[29] - Quote
Yeah... Im in no way in favor of trading my side arm slot.
I'm a scout shotun deep down somewhere. Sure I've strayed away from the path but I still love it. Side arm was the most important thing in my fit. The pistol allowed me to be effective at ranges longer than 5m.
Another equipment slot is cool and all I surely wouldn't trade my SA slot for it.. But are scouts really going to be so OP with 2 equipments and all of its current slots? I mean c'mon :(
GôÉGô¥GôÿGô£Gôö > GôÉGô¢Gô¢
Gÿà¿When will dust get better?Gÿà
Forum Warrior LV. 4 | Warframe is awesome! | PSN: I-NINJA-ALL-DAY
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Qn1f3
Gallente Federation
38
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Posted - 2014.01.14 08:01:00 -
[30] - Quote
Truer words have not been spoken @ OP. I love how you refer to the Registry as if it was a biblical text.
But regarding the Light Assaullt-dilemma we are basically forced into that role if we do not want to resort to a very passive playstyle. We have to rely on killing to be able to gain any form of WP at all. As of now I'm setting up a dual UL(Up Link-basecamp) each match and then quickly go to a suit whom is better fitted for the actual situation. I want to be able to solely rely on intel, distraction, support and a sprinkle of complete and utter chaos. Being behind enemy lines, doing meaningful operations that not only benefit me, but also brings my team to be rendered victorious in the end of the match.
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Outer Raven
Capital Acquisitions LLC Public Disorder.
113
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Posted - 2014.01.16 00:31:00 -
[31] - Quote
Appia Vibbia wrote:I like my Gallente Scout right where it is. I don't need a bonus to cloak and I don't need an extra equipment slot.
I'm queen of the CQC. Inside an Outpost is where I shine. I am dampened to the point when only the focused scanner will find me (**** that thing. seriously. **** it in the eye socket).
The 36m passive scan range is a bit litimited and I'd love it to be around 45 (return scout base scan range to 25m, 50% bonus from skill, and 25% from SiSi gallente scout skill). I lets me defend or push for points inside those Outposts. The Gallente Lag facility is fun with a Gallente Scout with a Shogun near [C] and [A] on the 3 point map. On orbital artillery the two points there make running Gal-Scout so much fun. The entirety of Biomass Outpost and Communications Outpost is so much fun too.
When playing a Gallente Scout the things that cause my death the most, since they toned down aim assist (I wish it didn't exist) has been Tanks, Assault Dropships, and getting caught out in the open.
Sure, a cloak would stop those deaths but in would increase my 1v1 rate of death by a lot. If the cloak works as posted by CCP- not these terrible, terrible ideas that have come from kain spero, IWS, or the rest of the forumites- then ever if I could fire a shotgun from cloak and immediately be uncloaked it would not change the number of shots to kill. 1 shot from a shotgun to kill a STD suit with only STD armor or shield. 2 shots to kill an ADV suit with ADV HP extenders, and 2 shots for the lightly armored/shielded protosuits while 3-4 shots to tanked Assaults and 4-5 shots against Gallente Logi. While 5-6 shots to take out a proto Heavy/Sentinel
This, All assuming it is does at Optimal Range which is 4.8m. By 10m i'm doing 13% damage efficacy. If you take away my sidearm on my scout, then I might as well play as a Logistics suit which can sprint just as fast and have more armor, and can use damage mods to reduce the number of shots fired. The loss of a sidearm is such a huge nerf. If myGallente Scout loses its sidearm, then I'll be switching to an Assault Suit for shotgun. I'll lose a little stealth and all my scanning for damage and HP. Cal-Assault for shotguns
CCP has to realize that this cloak is going to be a tool for logistics. Anything a Scout can do, a Logi can do better. The only way to get a Scout to use a Cloak better than a Logi is to give the Scout a free slot to use it with. Scouts Need 2 EQ slots (maybe only the protosuit like in Chromosome) and a sidearm Or we just need to have it have 2 variants again, one with the normal layout and one trading the sidearm for an equipment slot. Appia Vibbia wrote this perfectly, without a side arm this is just a major nerf in the works again. Turning scouts into light Logistics with an emphasis on "light", without the slot versatility or ehp of said suits is just going to be a recipe for disaster.
Scouts need more tools not less to make up for the steep changes of old. Why does the scout suit always need a knee capping when other suits are always being reworked or buffed with little or no grief.
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