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Garrett Blacknova
Codex Troopers
4705
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Posted - 2014.03.31 03:04:00 -
[1] - Quote
Good Scouts easily see brick-tanked Scouts coming, avoid being seen, then flank and kill. Good Scouts have around half the eHP of brick-tanked Scouts, but can still kill fast enough not to get hurt seriously.
Good Assaults see brick-tanked Scouts in time to damage-race them. Good Assaults are often brick-tanked like Scouts, but with a higher eHP total, meaning they're better at brick-tanking.
Good brick-tanked Scouts play like good Assaults against Scouts, and play like good Scouts against Assaults. If you're not as good a player as a good brick-tanked Scout is, they will exploit your weaknesses.
In the current build, large eHP and DPS differences matter, but smaller differences can be balanced out somewhat with EWAR capabilities. A "proper" Scout will counter a brick-tanked Scout because the lack of eHP isn't enough to let a brick-tanked Scout survive when flanked and outplayed, and the proper Scout has the ability to keep track of the brick-tanked Scout without being seen. A brick-tanked Scout will counter an Assault for the same reasons. They'll probably take some damage, but they'll get the kill before the Assault can finish the job, because they strike first. An Assault's eHP and/or DPS advantage is significant enough to let them counter a Scout that doesn't brick-tank, though, because they'll tank enough hits to turn and still be able to kill the Scout before they die. |
Garrett Blacknova
Codex Troopers
4705
|
Posted - 2014.03.31 03:07:00 -
[2] - Quote
One Eyed King wrote:So why not just make the suggestion that cpu/pg of armor needs to be increased, and stop whining about scouts? Because that will break Assaults, which are already struggling to brick-tank more effectively than a Scout can.
The problem isn't that Scouts are OP though, it's that Assaults need a slight buff.
Add an extra slot or two on the Assault suits (along with enough PG and CPU to use them) and make Assaults the flexible and adaptable suits they're meant to be. Logis don't need massive amounts of fitting slots, they have flexibility in equipment. They could stand to lose some slots and PG/CPU in exchange for a bit of extra HP. |
Garrett Blacknova
Codex Troopers
4706
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Posted - 2014.03.31 03:19:00 -
[3] - Quote
Ludvig Enraga wrote:You see ppl keep saying that scouts are fine but assaults need a buff; I think that scouts could be nerfed a bit to bring them in balance with assaults and we'd be better off. If you buff assaults, heavies would be UP and the whole cycle would repeat. Except that Heavies wouldn't be UP because if you're an Assault player, Scouts, Heavies and Logis all look OP right now, and if you're any other suit except an Assault, it all looks pretty balanced except that Assault players seem to suck. So... buff Assaults SLIGHTLY - not too much - and it makes the game more balanced. |
Garrett Blacknova
Codex Troopers
4709
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Posted - 2014.03.31 03:37:00 -
[4] - Quote
Ludvig Enraga wrote:Garrett Blacknova wrote:Ludvig Enraga wrote:You see ppl keep saying that scouts are fine but assaults need a buff; I think that scouts could be nerfed a bit to bring them in balance with assaults and we'd be better off. If you buff assaults, heavies would be UP and the whole cycle would repeat. Except that Heavies wouldn't be UP because if you're an Assault player, Scouts, Heavies and Logis all look OP right now, and if you're any other suit except an Assault, it all looks pretty balanced except that Assault players seem to suck. So... buff Assaults SLIGHTLY - not too much - and it makes the game more balanced. Ok, I don't know for sure I have not been playing all that much to get a good handle on relative class strengths. Maybe you are right. I still do think that gal scout with tons of hp and SG is OP relative to other classes; mind you as a min scout I don't suffer at their hands, so no hidden agenda. Any GalScout with tons of HP has no EWAR capabilities compared with other Scouts, gets spotted by Scouts and Scanner-wielding enemies, doesn't see enemy Scouts coming and dies before getting into Shotgun range if the opponents are competent. They can also be outrun by most Scouts and some Assaults. Against Heavies, Shotguns don't kill fast enough and the "victim" often has time to turn and melt the Scout's face with their HMG. I run a Gallente Scout (not brick-tanked OR cloaked though) with a Shotgun, and I'm actually happy with the RoF nerf on Shotguns because it allows Heavies to more effectively punish Shotgunners when they make a mistake.
CalScouts with stacked Shield Extenders and an armour repper in the low slot can be just as scary as GalScouts. They can fit a cloak to conceal themselves from most scanners and hide visibly at a distance or even in closer against less observant players, and they get a natural precision advantage to better track enemy movements. Their base shield regen and extremely short delay means they recover from damage quickly, and with such low armour HP, even a 2HP/s Standard or Militia repper is enough to keep their armour topped up nicely. It's not quite the same as a GalBrickScout, but it's an interesting threat to be faced with when you're running anything else. |
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