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Sclompton Face-Smasher
uptown456
111
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Posted - 2014.09.21 19:24:00 -
[1] - Quote
y678iop wrote:Spaceman-Rob wrote:What do I need to do to survive an encounter with a shot gun scout who gets the drop on me? Most of my deaths these days come by way of shot gun to the back at which point I turn around to be shot from the front resulting in my death, as an assault I don't see the cloaked scout until it's to late, what evasive maneuvers should I take?
I've tried running backwards shooting, strafing, running away, stepping sideways, jumping at them, nothing works, the shotgun seems to be glued to my head once they get close enough. what my doing wrong, why am I such an easy target? The shotgun, cloak, scout is just a deadly combo. Now people who only play scout will tell you its your situational awareness that is the problem, the fact is a proto scout shotgun with a cloak is overpowered as hell. They can simply set somewhere in a corner and let you walk by then OHK you without fully decloaking. Its partly broken and partly overpowered.
My dust started off as a light then scout suited sniper and shotty type of guy so I have a few questions for pure-bred assault types.
- Is it so unfair that a shotgun 1-3 shots a suit to death?
- Sure the cloak makes shotty scouts definitely more viable but what other from your side of the spectrum what should be put into a scouts hand to make it the viable quick hitter while also being a support? (Combat Rif., smg, sniper,etc.) Different rof types.
I'm going to pull the obvious and and say CCP made this game and while it's still not fully implemented with everything they promised it's still fun from era to era BUT lag, mass numbers of uplinks while the scout is the naturally fast runner in this game and can get back in action quicker, and/or being in a pub stomped doesn't help the situation any better and until we get that focused then all I see is different stat based on 2 years of whining and (rarely) helping to get rid of a problem.
I can agree on assaults being the high-regen type suit in this game without mods but then weapons and I mean most weapons would definitely need a new looking at to try and even out damage take/HP return factor.
To the cloaks themselves lag, different servers, situation awareness (squad play), personal situation awareness (solo),and even personal mood while playing (please note that this is also a strategy and a random coincidence) can turn a simple cloak and wait/run into a "nerf bat that clutch in the ground" situation easily with some of (my opinion most nowadays) the so called community trying to "help" keep it alive.
There's a nickel can I have my change?
Playstyle: Scout~Passionate In-bred Sniper~Support~Enemy finder
Weapon: Pro SG~SR~SMG~NK~ScR
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Sclompton Face-Smasher
uptown456
112
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Posted - 2014.09.22 07:59:00 -
[2] - Quote
postapo wastelander wrote:Sclompton Face-Smasher wrote:y678iop wrote:Spaceman-Rob wrote:What do I need to do to survive an encounter with a shot gun scout who gets the drop on me? Most of my deaths these days come by way of shot gun to the back at which point I turn around to be shot from the front resulting in my death, as an assault I don't see the cloaked scout until it's to late, what evasive maneuvers should I take?
I've tried running backwards shooting, strafing, running away, stepping sideways, jumping at them, nothing works, the shotgun seems to be glued to my head once they get close enough. what my doing wrong, why am I such an easy target? The shotgun, cloak, scout is just a deadly combo. Now people who only play scout will tell you its your situational awareness that is the problem, the fact is a proto scout shotgun with a cloak is overpowered as hell. They can simply set somewhere in a corner and let you walk by then OHK you without fully decloaking. Its partly broken and partly overpowered. My dust started off as a light then scout suited sniper and shotty type of guy so I have a few questions for pure-bred assault types.
- Is it so unfair that a shotgun 1-3 shots a suit to death?
- Sure the cloak makes shotty scouts definitely more viable but what other from your side of the spectrum what should be put into a scouts hand to make it the viable quick hitter while also being a support? (Combat Rif., smg, sniper,etc.) Different rof types.
I'm going to pull the obvious and and say CCP made this game and while it's still not fully implemented with everything they promised it's still fun from era to era BUT lag, mass numbers of uplinks while the scout is the naturally fast runner in this game and can get back in action quicker, and/or being in a pub stomped doesn't help the situation any better and until we get that focused then all I see is different stat based on 2 years of whining and (rarely) helping to get rid of a problem. I can agree on assaults being the high-regen type suit in this game without mods but then weapons and I mean most weapons would definitely need a new looking at to try and even out damage take/HP return factor. To the cloaks themselves lag, different servers, situation awareness (squad play), personal situation awareness (solo),and even personal mood while playing (please note that this is also a strategy and a random coincidence) can turn a simple cloak and wait/run into a "nerf bat that clutch in the ground" situation easily with some of (my opinion most nowadays) the so called community trying to "help" keep it alive. There's a nickel can I have my change? I think issue (from my side of view) is more in big advantage what includes more factors (Stack, Speed, Cloak, Shoot). Basically with scouts possibilities of stacking, speed and strafing and finally no delay between "turnoff" of cloaking device and shooting, whole that thingies seems right now like obviously great advantages of this class. What is even more weird this is not a proper scout/recon, whole of gameplay what we have right now is better explained like stalkerish speed assaulting, that scouting/reconning. My definition of scout/recon is more in proper army based core, what mean reconnaissance and field support without all that rush what i can see right now. Why don't make scout more like proper scout, more tactical, more situational DA unit with EWAR possibilities. Right now they are really powerful in core, from my side of view
What about weapons? Because it's pretty obvious when snipers do their job they get hated and when they don't they GET hated.
Also this is about your recon point. Passive scanners only work so far and active scanners are a true equipment for logis in my opinion. Plus the fact that there is no reason to cloak from a distance unless your a sniper running to a new point being based on a recon point anyway considering the fact that if you aren't trying to directly help with flanks while with a squad or basically trying to clear out a room before your slower team/squad gets there so you can cap a point faster especially if you don't have a mic like me.
Skipping the Destiny vs Dust argument, I feel they got the whole cloak high-powered weapon choice thing right. I know they have different mechanics, weapons, and different variations and number of weapons. Just a recent example of cloaking.
So the question is reviewing both games which I hope you have since it's an over talked about topic now; if you could you bring both points of cloaking and trying to combine into one for the ideal play, how should the "ideal" cloak work in dust?
Both games do have good points is all i'm getting at though i'm more on on destiny for a fair play type of game and waiting to see the dlc.
Playstyle: Scout~Passionate In-bred Sniper~Support~Enemy finder
Weapon: Pro SG~SR~SMG~NK~ScR
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Sclompton Face-Smasher
uptown456
112
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Posted - 2014.09.22 08:58:00 -
[3] - Quote
Thurak1 wrote:Sclompton Face-Smasher wrote:My dust started off as a light then scout suited sniper and shotty type of guy so I have a few questions for pure-bred assault types.
- Is it so unfair that a shotgun 1-3 shots a suit to death?
- Sure the cloak makes shotty scouts definitely more viable but what other from your side of the spectrum what should be put into a scouts hand to make it the viable quick hitter while also being a support? (Combat Rif., smg, sniper,etc.) Different rof types.
I'm going to pull the obvious and and say CCP made this game and while it's still not fully implemented with everything they promised it's still fun from era to era BUT lag, mass numbers of uplinks while the scout is the naturally fast runner in this game and can get back in action quicker, and/or being in a pub stomped doesn't help the situation any better and until we get that focused then all I see is different stat based on 2 years of whining and (rarely) helping to get rid of a problem. I can agree on assaults being the high-regen type suit in this game without mods but then weapons and I mean most weapons would definitely need a new looking at to try and even out damage take/HP return factor. To the cloaks themselves lag, different servers, situation awareness (squad play), personal situation awareness (solo),and even personal mood while playing (please note that this is also a strategy and a random coincidence) can turn a simple cloak and wait/run into a "nerf bat that clutch in the ground" situation easily with some of (my opinion most nowadays) the so called community trying to "help" keep it alive. There's a nickel can I have my change? Only suit that would withstand 3 shots from a SG is a fully tanked out sentinal. I dont consider that in itself to be unfair. What does become annoying is that scouts can have good ehps, still be very fast, still have good ewar and also still have great damage output. Adjustments still have to be made. Exactly what i am not really the one to say but scouts should not be able to do everything in the game so well no suit should really. Each suit should have its own specialty based on race / suit type. For example (because i play one often) the heavy / sentinal. They are the CQC masters this is what they are supposed to do. Getting in close to a sentinal unless you have created a situation where you clearly have the upper hand is nearly suicide. They have great hps and good damage up close (assuming they are using a hmg). Yes they can also function as semi long range snipers when good with a forge gun but this also has a very limited ammo capacity. Myself I would love to see a heavy shotgun :) something that does 1.5x the damage of a light shotgun and extend the range out to 20m and leave every other aspect just the same :) But i bet everyone will say its OP despite the limitations the heavy suit comes with compared to a scout suit.
As for the speed, ewar, and damage output I say I say it's needed to keep to it viable . As for ehp, I think if CCP does anything the the armor plate mods that they will f-up royally and screw over all suits but I generally don't run a lot of plate and throw on sprint, damps, rep, and the other two armor plates. (Note: If I still have an overstock of basic type armor plates i'll most likely throw them on a militia light to waste other weapons I don't use anymore but have an overstock of like ARs. Also militia heavy with militia forge.) I Over stock a lot if I have a bunch of points in a tree since I don't want to waste it completely.
No suit should do everything but as I said the damage output is needed because you'll always find brick-tanked suit of all kinds depending on play-style of the player or situation or weird squads messing around or even followers. So to clarify the use of high-damage weapons/rof vs armor/shield. I still say most people run spray n' pray weapons since most are easy and powerful but if it conflicts their play-style then it won't work for them.
I want two more heavy weapons. One being a heavy laser and the other being a heavy missile launcher that shoots two missiles with a slightly lower speed than the light but being higher damage, slow reload, and a 2 shot clip (3 shots at proto).
Playstyle: Scout~Passionate In-bred Sniper~Support~Enemy finder
Weapon: Pro SG~SR~SMG~NK~ScR
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