Michael Arck wrote:Himiko Kuronaga wrote:I wouldn't go that far... it's not a exploit to simply abuse what is obvious. Usually there is something more sinister and unintentional behind an exploit.
Scouts are simply on steroids because CCP gave them a bottle of steroids. It's an open and shut case of having too much power at their finger tips.
And before anyone goes into heavies again, yes, I do support the notion of the burst being reverted back to its previous stats.
A exploit is defined as taking what has been given and using it to your advantage. Though we humans associate the term exploit as something negative in tone, that does not mean it has no place in the statment that scouts being used as assaults are exploits.
According to CCP Games, an exploit is something that enables you to do something beyond what a given mechanic is suppose to enable you to do. In other words, if it's not intended by CCP, then it's very likely to be an exploit. Scouts are allowed to be used as assaults much like how a Logi is allowed to be an assault or how an assault is allowed to be a logi or a scout. It's just that you are not suppose to be as "effective" an assault in a scout suit as that of a regular assault if you fitted your scout as such. I think that's the main problem you're referring to. Scouts are allowed to act like assaults if we want to. We're just not suppose be better than a regular assault in the same class.
Again, a good recommendation is to make it so that we need to fit respective modules on the scout suits if we want to take advantage of the scout bonuses. The same could likely be applied to other classes as well. If you're running an EWAR scout, you shouldn't be using the EWAR bonus if you have no EWAR modules fitted. In the case of a Minmatar Scout which has no EWAR bonus, this would mean you will have to make a choice between fitting kinetic catalyers/profile dampeners and that of the code breakers. You would not be able to benefit from both.
But to me, the overall problem with scouts is not scouts with CRs but scouts with shotguns + cloaks. The cloaking mechanic is a bit broken still. There needs to be sufficient delay so that you will completely decloak before being able to shoot. I support the idea of requiring the cloak to finish decloaking before allowing any weapon to fire. In fact, the wrist projector on your left arm should stay up while decloaking. Once you are completely decloaked, you can pull out your weapon and immediately shoot. This will make it impossible for shotgunners to welp you before their cloak even has a chance to decloak and encourage a more tactical gameplay.