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TheD1CK
Dead Man's Game
403
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Posted - 2014.01.14 16:24:00 -
[1] - Quote
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
Minmatar Demolitions Specialist
Plasma Cannon Pro
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TranquilBiscuit ofVaLoR
F.T.U. IMMORTAL REGIME
1195
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Posted - 2014.01.14 16:30:00 -
[2] - Quote
tell me, why can a Caldari logi 5 highs AND 4 lows AND 3 equipment slots AND some of the most pg/cpu in the game, but a scout can only have 5 modules and some of the LEAST cpu in the game? if they add just 1 module to scouts and some extra cpu/pg, then i would be happy.
Anime > EVERYTHING
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Ghosts Chance
Inf4m0us
791
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Posted - 2014.01.14 16:35:00 -
[3] - Quote
i believe you just described the vanilla light frame....
you know nothing so how about you stop panicing and wait and see some concrete information isntead of just assuming everything youve seen is 100% correct and set in stone and that no other things are being changed to compensate. |
TheD1CK
Dead Man's Game
404
|
Posted - 2014.01.14 16:56:00 -
[4] - Quote
Scouts have less module options, imo it is to avoid scouts being able to equal ehp of medium frames .... I can see why a scout would want more but it would make scouts too similar to mediums if we had more than 5
Ghost I get your point of waiting and seeing what CCP provide, All I can do is provide my opinion on the information I am reading here
And there has been enough info released to warrant debates, over whether or not the new changes will be good for scouts
Minmatar Demolitions Specialist
Plasma Cannon Pro
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Llast 326
An Arkhos
1327
|
Posted - 2014.01.14 17:23:00 -
[5] - 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
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
941
|
Posted - 2014.01.14 18:40:00 -
[6] - Quote
Llast 326 wrote: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.
Hear hear!
{:)}{3GÇó>
Please help me save the Gal scout!:
linky
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ratamaq doc
Edge Regiment
366
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Posted - 2014.01.14 19:19:00 -
[7] - Quote
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
YouTube
30D Recruiting
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Daxxis KANNAH
Distinct Covert Initiative
647
|
Posted - 2014.01.14 19:29:00 -
[8] - Quote
Snipers? - That is an archetype and we dont even have a setup to maximise that role.
Who else could use a Shotgun than a scout? - Only a commando
We shouldnt be infiltrators? - It says it right there in the description
If we are just to be recon then mechanics and rewards have to be seriously revamped and the ability to this must be placed solely with scouts, including cloak.
And why were we given weapons in the first place??? - The only thing that changed was cloak hmmm
In your blind spot
No Quid Pro Quo
Line in the Sand
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ratamaq doc
Edge Regiment
366
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Posted - 2014.01.14 19:39:00 -
[9] - Quote
Daxxis KANNAH wrote:Snipers? - That is an archetype and we dont even have a setup to maximise that role.
Who else could use a Shotgun than a scout? - Only a commando
We shouldnt be infiltrators? - It says it right there in the description
If we are just to be recon then mechanics and rewards have to be seriously revamped and the ability to this must be placed solely with scouts, including cloak.
And why were we given weapons in the first place??? - The only thing that changed was cloak hmmm
Not saying I disagree with you, just pointing out what is, or at least what was originally conceived. Then pointing out using the Logi as an example of the excessive crying that took place whenever someone saw a logistics suit with a rifle instead of a repair gun.
The scout community took the original intent of the suit to a whole new level and was applauded due to your handicap. The logi was demonized for doing the same thing. If your suit gets buffed to the point of being more effective at killing than an Assault suit, expect backlash.
YouTube
30D Recruiting
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
942
|
Posted - 2014.01.14 19:44:00 -
[10] - 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
*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, 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.
{:)}{3GÇó>
Please help me save the Gal scout!:
linky
|
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Absoliav
Tronhadar Free Guard Minmatar Republic
121
|
Posted - 2014.01.14 19:52:00 -
[11] - 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
Your idea makes them too similar to mediums, we already have too many issues with suit fittings/roles being too similar, with some being pointless (current Commandos). |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
942
|
Posted - 2014.01.14 20:00:00 -
[12] - Quote
Absoliav wrote: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 Your idea makes them too similar to mediums, we already have too many issues with suit fittings/roles being too similar, with some being pointless (current Commandos).
This can be solved by making it an ISK/market variant, like the gun variants, instead of an unwarranted SP sink. A type-variant, or x/2, x/2-series xk.1
{:)}{3GÇó>
Please help me save the Gal scout!:
linky
|
Daxxis KANNAH
Distinct Covert Initiative
649
|
Posted - 2014.01.14 20:10:00 -
[13] - Quote
ratamaq doc wrote:Daxxis KANNAH wrote:Snipers? - That is an archetype and we dont even have a setup to maximise that role.
Who else could use a Shotgun than a scout? - Only a commando
We shouldnt be infiltrators? - It says it right there in the description
If we are just to be recon then mechanics and rewards have to be seriously revamped and the ability to this must be placed solely with scouts, including cloak.
And why were we given weapons in the first place??? - The only thing that changed was cloak hmmm Not saying I disagree with you, just pointing out what is, or at least what was originally conceived. Then pointing out using the Logi as an example of the excessive crying that took place whenever someone saw a logistics suit with a rifle instead of a repair gun. The scout community took the original intent of the suit to a whole new level and was applauded due to your handicap. The logi was demonized for doing the same thing. If your suit gets buffed to the point of being more effective at killing than an Assault suit, expect backlash.
I understand your argument.
Just wanted to refute it (from my perspective) so people (CCP included) dont think its acceptable to continue on their supposed path.
I would hope a balanced cloak would stop the class from being better slayers than assaults / commandos and superstar players cant be held up as the norm for a suit's potential.
If they left all the rest of our stats and gave us just the high / low slots of a Logi I would be right there saying that is out of bounds because that even with a balanced cloak would be overkill. Once again CCP need to show us the entire picture.
In your blind spot
No Quid Pro Quo
Line in the Sand
|
Llast 326
An Arkhos
1333
|
Posted - 2014.01.14 20:19:00 -
[14] - 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
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Marad''er
Ancient Exiles. Renegade Alliance
286
|
Posted - 2014.01.14 20:26:00 -
[15] - Quote
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...
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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N1ck Comeau
Ahrendee Mercenaries EoN.
1807
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Posted - 2014.01.14 20:29:00 -
[16] - Quote
more cpu/pg, and one extra slot and scouts are fine
Minmatar Assault.
Sidearm King.
SMG's and Pistols. Melting armour, and blowing heads off. +60
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Llast 326
An Arkhos
1334
|
Posted - 2014.01.14 20:30:00 -
[17] - 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
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Matticus Monk
Ordus Trismegistus
991
|
Posted - 2014.01.14 21:46:00 -
[18] - Quote
Don't break scouts... whatever you do, CCP. You need to make the scouts suit effective when using a cloak, but not OP, while keeping the non-cloaked scouts viable.
If you can't do this without encroaching on the realm of the 'slayers', then just leave the cloak out.
In the 350+ pages of the scout registry and NUMEROUS scout buff threads over the past 6 months the intended buff ideas have centered mainly around minor across the board suit tweaks.
Rarely have folks mentioned wanting a cloak to be the balancing factor, especially over and above things mentioned time and time again like increased stamina, speed, CPU/PG, scan range..., etc....
Don't hose up my suit any more than it already is, please.
Personally, keep your cloak. Keep your extra slots.... just give me a bit of stamina, some tiny extra speed, more scan range and better dampening/precision. You know, scout attributes.
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Scout Registry
516
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Posted - 2014.01.14 22:06:00 -
[19] - Quote
Correcting OP's Progressions (for the sake of balance) ....
The Balanced Scout (without Cloak) + Take today's Scout + Add 1 Module Slot at Prototype Level + Add PG/CPU * Leave bonuses alone
The Balanced Scout (with Cloak) + Take today's Scout + Add 1 Equipment Slot at all Levels + Add a PG/CPU * Tweak bonuses as needed
scouts say no to quid pro quo
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ratamaq doc
Edge Regiment
369
|
Posted - 2014.01.14 22:06:00 -
[20] - Quote
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.
YouTube
30D Recruiting
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
945
|
Posted - 2014.01.14 22:47:00 -
[21] - 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.
Hah, didn't realize it was you. What's up doc.
{edit>>> Doc not dic, what a terrible auto correct mistake.
{:)}{3GÇó>
Please help me save the Gal scout!:
linky
|
Sylwester Dziewiecki
Interregnum.
231
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Posted - 2014.01.14 22:57:00 -
[22] - 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 God! Just name the topic properly next time, and save peoples time to read it...
I'm here since may 2012, my EVE alter ego is Nosum Hseebnrido.
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Llast 326
An Arkhos
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Posted - 2014.01.14 23:13:00 -
[23] - 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
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