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TYCHUS MAXWELL
The Fun Police
591
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Posted - 2014.09.04 20:55:00 -
[1] - Quote
I think much of it will be fixed if they just have a delay on decloaking so that they can't start firing the second you hear them decloak. Situational awareness only goes so far depending on the lighting and if it's obscuring the blue sheen. Not too mention its pretty hard to see the blue sheen even in favorable light when a scout is sprinting at 9-12 m/s.
I have stared intently at scouts hiding behind a supply depot before only to have them a few seconds later shotgun me in the back, and this was 3 feet from my 40" LED tv. |
TYCHUS MAXWELL
The Fun Police
591
|
Posted - 2014.09.04 21:04:00 -
[2] - Quote
Extraneus Tenebrarum wrote:Funkmaster Whale wrote:Get rid of the wallhacks. Get rid of enemy red dots appearing on your HUD so you can line and time your shots on everyone perfectly. I use a Scout and it's nonsense that I can see everyone and no one can see me.
Red dots should only be appearing on your radar to signal you that there are enemies nearby and to proceed with caution. eWar shouldn't be "Ok just wait for this red dot to come around the corner and shoot him in the face." Scouts need some sort of drawback to being able to see everyone as well as being invisible. And don't say "Oh but they have low EHP!" I have like 400 EHP and I can still dominate everyone because unless they're a heavy or another invisible scout they're usually dead before they can respond. Oh but they have low eHP!
I think having some percentage close to the enemies db should give you those red triangles every couple of seconds if they are in your passive scan range, letting you know that their is an enemy nearby and their general direction. Likewise every couple of seconds it should ping the red chevron and their redberry on your scanner every couples of seconds if your precision is under their db. In other words, Ewar should work like sonar instead of wallhacks. |
TYCHUS MAXWELL
The Fun Police
600
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Posted - 2014.09.05 12:26:00 -
[3] - Quote
Gavr1lo Pr1nc1p wrote:My thoughts-Dampening for scouts needs to be buffed so that we can't have our sub 400 HP suits ping on everyones radar like a 2k HP heavy with resistances.
The counter for a dampened scout is plain and simple eyes and gun game.....if you keep getting killed by one, than he is simply a better player than you, and your gun game needs to be buffed and/or your situational awareness needs improvement.
Dampening should always be much more powerful than precision. With precision you gain the ability to see the enemy without him seeing you, which is ridiculous, nullifies sneak attacks and any weapons other than fine rifles. With dampening, you play the game just how its supposed to be played--with your eyes.
The dampened scout shouldn't ping on your radar, and you shouldn't ping on his, if you are a scout.
TL;DR--Stop trying to reinstate your perma-scan crutches--it breaks the real scouts in the game by a lot.
Eyes don't work much of the time on cloaked scouts in any non-dark area especially when those scouts have kincats. I stare intently where I know they are and don't even see them move sometimes because the lighting and particle effects distort the would be tell tale sign of a moving cloak. Dampened scouts sure no problem, but dampened and cloaked scouts with OHKO CQC weapons that has been the problem. First strike for the only strike is what people hate about cloaked scouts at the moment.
Judge's video pretty much sums it up here: Judge's Video
Personally I think if there is a delay on when one can fire a weapon when deactivating a cloak the cheap tactics with the cloak will be dealt with. This will make the cloak and ambush tactic instead of a sprinting bunny hop OHKO shotgun blast before someone can even see you decloak situation. Scouts have low e/hp however they also have faster movement speed, wallhacks, and frames that are **** in the game's current hit detection with many false positives that occur when firing on them. |
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