CHANCEtheChAn
0uter.Heaven
64
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Posted - 2014.04.19 23:26:00 -
[1] - Quote
What I am about to post next will be oddly long for the forums, as many of the simpletons on here have the attention span of a gerbil, but I am a closed beta, open beta, and Uprising A team vet, and I'm pretty sure I know what I am talking about when it comes to things in DUST, so I urge you all to read on, as it will only take a few minutes of your time...
Oddly, after much thought, I agree with this proposition. Simply because the scout, since Chromosone has played its role quite well as a close range, "I'm about to **** all over you" kind of suit. Meaning if you see a scout, odds are he's got a shotgun or nova knives or REs and he is a major threat. But, due to lack of low/high slots, low HP, and bad passive scanning stats, the scout was severely hurt in all categories pre-1.8 Then CCP had the bright idea of fixing this ALL at once, or overbuff the scout as they so usually do, AND give it access to a new equipment at the same time. Thus making scouts a slayer, which it should not be.
CCP just doesn't learn. I'm saying this in the case of me having two fully specced proto scout suits, and a Nerf like not being able to use the major rifles in DUST is the Nerf that I would welcome following a respec. The role setup SHOULD be as follows
Heavies-the kings of cqc and vehicle demolition with heavy weapons. The heavies are pretty balanced, except for the HMG now being overpowered making heavies being able to go 3 vs 1 against any other class of suits in the game and survive, I know this because I have a cal heavy BASIC frame, not even SENTINEL. If this is to be true, Heavy suits or heavy weapons need to require more ISK to pay for (like really they are 5 times bigger than a scout suit and you say the manufacturing costs are the same?). Require constant supervision from ranged attacks and constant upkeep to hold or push objectives successfully. (You simply cannot hold an objective from 2 or 3 slayers with a light weapon on a heavy suit, the heavy weapon is the only thing capable of letting a sentinel be the objective holder it is, even with 1600+ ehp, if I EVER see a heavy with a light weapon equipped, even in my basic gear he's a dead man. So why give it the ability to use a current light weapon when it limits the classes potential drastically?)
Logis- kings of team upkeep, healing, and WP whoring. Needed to help squads keep at tip top shape going from one objective to another and still be able to hold their own somewhat at range. The medics, and a heavies lifeline. Should be your squad leaders.
Commando-The camper. Able to sit behind front lines or above the enemy, and with two light weapons, rain down constant damage to infantry. big enough to need cover, but have enough HP to withstand enemy potshots to continuously rain cover fire. With the ability to swarm vehicles, and provide infantry fire, a must have AV deterrent in any capable squad. (Should get an AV bonus instead of the typical damage bonus and keep the reload bonus, maybe a 2%-5% extra damage to vehicles per level. This way while your front line infantry is on the ground and a tank or ADS roles up, instead of a squad wipe, the commando can effectively deter away a vehicle with a heap of swarms or plasma cannon fire and when the threat is gone, return to covering fire. This eliminates the need for other infantry to have to die off or find supply depot to switch their roles to deal with vehicle threats and become vulnerable. This would increase AV capability on the battlefield reducing the AV Nerf QQ)
Hmmm. The Meta is strong with this one...
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CHANCEtheChAn
0uter.Heaven
64
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Posted - 2014.04.19 23:29:00 -
[2] - Quote
Asssaults- The king of light weapons and medium ranges. The killers. Should be the best with rifle type weapons and be self sufficient enough to hold the front lines and push objectives with minimal help from other roles. The "Jack of all trades" of the fps. But a master of none. Simply where most of dust should be. This is where everyone should start in Dust, but still be strong enough as a slayer to be viable in PC and 20 MIL SP on up. Descent hack, descent speed, descent health, descent size, but an above average kill ability to round it out. (SHOULD be the class with the 10%-15% damage bonus with rifles, plus another survivability bonus such as 5%-10% shield extender efficiency per level, of shield extenders for Caldari, giving you a max health bonus of 66-132 shields if using all complex shield extenders on proto or a 1-2 hp/s armor rep per level for gallente repping 5-10 HP/s passively on armor . As "jack of all trades" SHOULD NOT have race specific attack bonuses such as I love Caldari for its shields, but I don't not use the rail rifle thus I do not get a bonus to anything. If general bonuses were given to all rifles, I could use my assault combat rifle, CR, AND duvolle with my caldari and still get bonuses. Maybe give an extra 1% bonus per level if you use the weapon for your race. Now some slayers and normal players return here to kill things at medium range. Would still be viable with a VIZIAM scrambler rifle Nerf of about 8-15% and a combats rifle Nerf of about 3-5%, AND and AR BUFF of 5-10%. NOW all rifles are pretty viable and balanced for all classes that can use them. Now everybody is getting close to even in killing power, pew pew)
Scouts-The kings of deception. Hacking/sabotaging, cloaking, fast shield regen, stamina, and passively scouting out enemies are just a few perks that come with a quick suit and a small hotbox. Add in your main rifles and you got yourself an OVERPOWERED suit CCP. Take out your main rifles but leave shotguns, lasers, Mass driver and sniper rifles, plus all your sidearms and you got yourself a specialized role here. By keeping your scout limited to short range weapons and specialized medium-long range weapons, and keep them able to sneak under the radar and semi invisible, you keep scouts out of the main firefight, but when they come back in they play a pivotal tipping role. Imagine a 5 vs 6 firefight in an Ambush, when suddenly a scout uncloaks above the 6 man squad with a laser rifle or mass driver, raining hell from above. Or uncloaks next to the ever pushing 6 man squad with a shotgun knova knife combo, 1 shot knova knifing the ever persistent healer logi and going to town on the overbearing sentinel with the shotgun. And with being the stealthy bugger he is, silently walking up to an objective high invisible to quick hack is very valuable in PC and skirmishes. ( Scouts have received a HUGE buff this build, and for ALL those scouts that have been QQing since Chromosome and have weathered the storm this much just to be OP for just one build isn't fair for them to be nerfed in 1.9. By keeping the scout stats the same but taking out mainstream rifle usage aka AR, CR, scrambler, etc, you limit the "slayer" ability but increase the role specific intentions of the scout, and honestly, by even JUST using the sidearms, the scout can be very proficient. During the week of the sidearm challenge, I did a weeks worth of JUST sidearm killing with an ADV magsec/Toxin SMG combo for the week. At the end of the week, after pubbing all game modes and even doing PCs, after over 1,200 kills, my KDR was at around 5.87 and my win/loss ratio was about 4.26. Which was an even better kdr than I normally receive with my CR or AR/SMG combo. By simply picking out my targets at more close range and better maneuvering, I was able to compensate for my weakness at mid-long ranges. Results may vary, but I'm stating its very possible JUST to use sidearms as a scout and be very successful still if you want to be a sort of slayer. By keeping the stats the same, you keep the scout still a viable class for all situations. But I believe base scout hacking multipliers should be increased to 1.25 instead of 1.1 across the board, and All racial scout bonuses to be redone to be more even. The main reason scouts were good recon before 1.8 was because with stacking mods like precision enhancers and dampeners, they were able to pick up others or stay hidden on others scans which limited their HP. With giving scouts a cloak which is a natural proto dampener, AND giving racial bonuses that used to take up scout low/high slots, a scout can now effectively HP tank in those slots, AND have increased slots to do so in. Taking away the racial bonuses make specialized role scouts, such as scouts that need to see others on passive scans need to fill their high/low slots with those corresponding modules now, lessening the amount of HP one can stack. But still allowing a scout to HP tank if he/she so wishes to, but are now vulnerable to being seen by scanners when not cloaked, thus bringing back the welcome use of scanners.)
Honestly its like CCP did not even attempt to try out a single scout suit after these buffs were applied.
Hmmm. The Meta is strong with this one...
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