|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Llast 326
An Arkhos
1327
|
Posted - 2014.01.14 17:23:00 -
[1] - Quote
TheD1CK wrote:All that needs to be done is that every race gets a regular scout..
5 modules at pro level, High/Low depending on race 1 light weapon 1 sidearm 1 grenade 1 equipment
done.....
And every race gets a 'cloaking scout'
Same modules 1 light weapon 1 grenade 2 equipment.. one of which is required to be a cloak otherwise fitting is unusable
Can this be so hard to work out???? You are changing the bonus to be cloak related so every race should have the ability to successfully use a cloak without penalty ...
If CCP implement it in the way they have being proposing then they owe the playerbase a respec and they can say goodbye to scouts bar anyone who uses whichever suit is FOTM afterwards because we all know once they change the suits... at least one of them will be OP If the scout actually was working properly now then your "as is" set up would be great, but right now the CPU/PG, and slot configuration does not work well. The scout was viewed as needing a buff for a long time with the current set up, why would leaving it that way now be good?
The addition of an extra equipment slot would help scouts out, not just for cloaking but for a lot of uses. Adding a second equipment slot, without the removal of sidearm, and an increase to CPU/PG would actually be a great fix with or without the use of a cloak.
What I find interesting is the idea that because the cloak is being introduced, the second EQ slot with Light and Sidearm is now viewed as OP on the scout (even though nobody has actually seen it in action) but other suits that were preforming well (or too well) can remain essentially as they are, or even buffed. Do you see many people saying that the Medium, or Commando suits will need to be adjusted due to the implementation of the cloak. Logi in particular will be able to fit the cloak more easily than other suits, potentially more easily than the scout, but we don't see massive discussion about them giving up anything for it. One could say that they don't all have access to a sidearm, but this was done for other reasons than cloaks. So why are scouts supposed to be the only suit balanced around the cloak.
Make the cloak balanced, make the scout suit able to function without the cloak. I am of the belief that all the suits should be able to function, and allow you to fit them however you please without sacrificing balance, or requiring a single piece of equipment to function.
KRRROOOOOOM
|
Llast 326
An Arkhos
1333
|
Posted - 2014.01.14 20:19:00 -
[2] - Quote
ratamaq doc wrote:Llast 326 wrote: If the scout actually was working properly now then your "as is" set up would be great, but right now the CPU/PG, and slot configuration does not work well. The scout was viewed as needing a buff for a long time with the current set up, why would leaving it that way now be good?
The addition of an extra equipment slot would help scouts out, not just for cloaking but for a lot of uses. Adding a second equipment slot, without the removal of sidearm, and an increase to CPU/PG would actually be a great fix with or without the use of a cloak.
What I find interesting is the idea that because the cloak is being introduced, the second EQ slot with Light and Sidearm is now viewed as OP on the scout (even though nobody has actually seen it in action) but other suits that were preforming well (or too well) can remain essentially as they are, or even buffed. Do you see many people saying that the Medium, or Commando suits will need to be adjusted due to the implementation of the cloak. Logi in particular will be able to fit the cloak more easily than other suits, potentially more easily than the scout, but we don't see massive discussion about them giving up anything for it. One could say that they don't all have access to a sidearm, but this was done for other reasons than cloaks. So why are scouts supposed to be the only suit balanced around the cloak.
Make the cloak balanced, make the scout suit able to function without the cloak. I am of the belief that all the suits should be able to function, and allow you to fit them however you please without sacrificing balance, or requiring a single piece of equipment to function.
We have seen the two equipment slot scout in action, and it was awesome without it's sidearm. I miss my logi scout. Here's one thing I don't get. I read complaint after complaint about Logi's needing to be nerfed due to them not always performing their intended role and being 'slayers', yet no one points out that scouts have been doing the same thing. Scouts were intended to be recon, snipers, etc. I love watching the SG scout videos as much as the next guy, but you guys weren't conceived to be front line slayers, or hacker/infiltrators either. In closed beta you started with sniper skills, Logistics started with hacking skills iirc. You guys remind me of the guy in the wheel chair that no one suppose to talk bad about because he's in a wheel chair. Despite the fact that he's an *******. My advice to you would be to not demand to much that takes you outside of your 'intended role' or this community will kick your wheel chair over fast I agree that the two slot scout was awesome even with only one weapon slot, and if that is the direction CCP takes the scout I will be able to make that work in a lot of ways (don't really care if it meets with others perception of what my "intended role" is either)
Funny thing is people have different ideas of what the "intended role" of each suit is. I feel that the underlying problem in the "slayer logi" issue was not that they were slaying and working "outside of their role" but that they are able to do it better than anything else. In an open role game or sandbox game the logi is the kid with the most toys to build it's castle with. They were given more Highs/Lows, more equipment and the CPU/PG to do anything with. All the tools you need to build in a sandbox, while the other suits have less to work with. You want to have a combat Logi, a hit and run Assault, an AV Scout, sniper Heavy, stealth Commando or anything you can come up with GREAT, I have no problem with that but the suits need to be balanced in order for this to work well.
AndGǪ an ******* is an ******* wheelchair or not
KRRROOOOOOM
|
Llast 326
An Arkhos
1334
|
Posted - 2014.01.14 20:30:00 -
[3] - Quote
Marad''er wrote:Big problem here with the logi scout we saw in chrom...
IT WAS CHROM! The scout overall was wayyy better than in current form.
After all, scout was a direct combat role before. and strafe was king back then. I personally loved the type 2. I went head to head with protos with a gek and strafed all over there faces. I miss those days... I don't miss the Freeze every two matches though
KRRROOOOOOM
|
Llast 326
An Arkhos
1341
|
Posted - 2014.01.14 23:13:00 -
[4] - Quote
ratamaq doc wrote:Son-Of A-Gun wrote: *facepalm*
Snipers LOL, that's a joke right... Right.
Please, would someone describe this magical role that scouts are supposed to fill "recon". then explain to me what part of this "role" rewards scouts with war points.
*Shakes his head*
Scouts are flankers, designed to infiltrate enemy positions, disrupt enemy fortifications from behind and force the enemy to focus less on the main force trying to take them from the most direct line. The design goes further by giving the scout a means to successfully exfiltrate, if the scout plays his/her cards right, if the situation of the main attacking friendly force should be unsuccessful or to much attention falls to the scout.
This is the true role of the scout, and it involves being out numbered the majority of the time, out classed, as far as damage output and suit durability are concerned, the majority of the time, and the ability to take out as many enemy targets as possible against such odds, while at the same time having a plan to exfiltrate the situation should it go wrong.
Again, not saying I agree with the "intended role" just pointing out the fact that the scout is beyond it's "intended role". Don't forget, in beta we were aloted spacific skills by default when you chose a class. Heavy got weaponrey, Assualts got grenades, Logis got electronics, scouts got what?? sniper. I love the idea of going outside of the intended role. You know me, If you had to describe the majority of my game style it would be "Infiltrator Logi" above all else. Mine is but a warning that what OP is asking for may swing the hammer to far. I personally like your idea of bringing back the Types the best so that we don't have to SP sink our way into getting into a slightly different play style. Every suite should have a Type II varient, or even make the side arm slot a slot that could be used for whatever gear the player wants. Extra side arm? one less equipment. Scanner and Hive? loose your side arm. Hell even let us put a different grenade type in that slot. Edit: Not Ops post. It actually looks reasonable. I jumped in when someone balked at the loosing a sidearm for and extra EQ slot, which Ops agrees with. Sorry for the error Op. If I recall correctly the specific builds and skills were removed in order to reduce the concept of intended role, and we have moved ostensibly moved past that. This does not seem to stop people from still raising their war cry of "you are a ____ you are not supposed to be _____" or variations there of, but whatever. (No I am not talking about you) Infiltrator logi sounds like a fun style. Modular slot idea sounds pretty cool, I could see that being very useful.
If you are referring to my post as "balking at" losing a sidearm for the EQ slot, I think you misunderstood what I was saying, and applied a tone I did not intend.
KRRROOOOOOM
|
|
|
|