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One Eyed King
Land of the BIind
4299
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Posted - 2014.09.22 04:05:00 -
[1] - Quote
The Master Race wrote:The stealth ability they have seems fine what I have a problem with is there weaponry It would be nice if they could only fit side arms. Not only does it fit the class, but with there stealth they can choose there position. Aside from NKs, the other side arms are just simply not strong enough.
When you sacrifice that much HP to be tacnet invisible, the more shots it takes to take down a target, the more likely you will die.
Scouts can't take on other frames when it comes down to who has the most HP, and no matter how much stealth you use, you are going to make yourself known when you start shooting.
If scouts are relegated to side arms, it will be nothing but knifers because you simply can't provide enough fire power with the other weapons, especially at range.
Side arms only has been a horrible idea ever since it had been brought up months (years?) ago, and it has not ever gotten more convincing.
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One Eyed King
Land of the BIind
4302
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Posted - 2014.09.22 04:57:00 -
[2] - Quote
The Master Race wrote:SMGs shred people, scrambler pistols have a huge head shot bonus, ion pistols can be charged for a big hit, and magsecs/bolt pistols have range. They are all viable if you can control your range and as a scout you pretty much get to not to mention get the jump on people.
All I read one eye was don't nerf me bro. SMGs are very short range.
Pistols are unforgiving, and are relatively short range.
Mag Sec is decent, but if the Bolt Pistols were viable, more people would carry them.
I get just as much right to mention scouts getting the jump on people in scout balancing as a non scout.
Besides, you are beating a dead horse. CCP has already flat out denied any limitations of scouts to side arms. At this point you are just crying because scouts are actually deadly now. Just like the other suits.
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One Eyed King
Land of the BIind
4323
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Posted - 2014.09.22 19:42:00 -
[3] - Quote
The Master Race wrote:SMGs shred people, scrambler pistols have a huge head shot bonus, ion pistols can be charged for a big hit, and magsecs/bolt pistols have range. They are all viable if you can control your range and as a scout you pretty much get to not to mention get the jump on people.
All I read one eye was don't nerf me bro. I am looking at the Delta numbers did you?
While I have not exhaustively done so, I am seeing a nerf in RANGE to ALL SIDE ARMS.
For comparison, the effective range of an HMG, which is supposed to be the quintessential CQC weapon, has a new proposed effective range of 52, which is actually greater than many of the side arms, especially with the range nerf. Not to mention that the DPS of an HMG is so great that even with a fall off, you are looking at this situation:
A heavy with 1000 to 1500 HP that when compared to a tanked scout at 500 to 600 HP, will have twice as much HP as the scout, greater range than a number of the scouts weapons (assuming the scenario of side arm only), and will effectively be able to destroy a scout at long range with the scout having absolutely no viable weaponry option.
Except NKs. That is it. Want to take on a heavy? Well, its NKs, and CQC for you. Got a Cal scout with Range Amps? Doesn't matter, you can only fit in close and medium ranges.
FYI, this actually wouldn't be a nerf to me. I run NKs and an SMG. It wouldn't affect me at all.
It WOULD affect the balance of this game. I want balance.
You are the one crying to nerf a suit that can now kill you. That is what happens when suits that were underperforming for nearly a year after the "official release" of a game suddenly get some much needed attention.
Sure, there were significant problems of tanked scouts getting off two shots with shotguns that should never have happened, and there were some much needed fixes.
There are many options that address real problems, that don't over correct for one or two abusive situations to make ineffective many other legitimate uses of the suit.
Making scouts side arm only is not a legitimate solution to anyone looking for a balanced game. Period.
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One Eyed King
Land of the BIind
4323
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Posted - 2014.09.22 19:44:00 -
[4] - Quote
The Master Race wrote:Arbitrary lol you can turn invisible at will. The suit has the best stats and second best slots in a game. Arbitrary you should look up words before you use them gavrilo.
It isn't like a scout can't shred people with side arms it just get rid of easy mode. (I play easy mode scout) Scouts aren't invisible.
They are blury. Sometimes when they run, they glow.
That is not invisible. That is less visible.
If we were actually invisible, many cloaked scouts would die less. But they don't because contrary to your mischaracterization, you can actually see them.
You can always tell a Millford Minja
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One Eyed King
Land of the BIind
4323
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Posted - 2014.09.22 19:46:00 -
[5] - Quote
TheD1CK wrote:This was just a suggestion, I want something to be fixed with scouting that will remove the Slayer Tourists While at the same time keeping the Scout as a viable suit for killing... which it should be
Without the crutch of 600+ HP
I'm not certain how it could be done, but something to promote Ewar over HP mods, may help
- @ Gav, yup good fights, I die lots :)
- @ Syl, 'Carrot' well the reward is that u and your squad can have shared intel via passive scans Though this may be part of the issue if a 'WP' reward was in place, mercs might use Ewar a little more No one dislikes the tourists as much as the old school scouts.
I appreciate that your heart is in the right place.
I also dislike tanked scouts.
But as many have proposed before, taking away passive dampening ability and making it an efficacy bonus to module use would be a much better option.
Or a doubling of the movement penalty on plates just for scouts.
Either would be better than side arm only.
You can always tell a Millford Minja
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One Eyed King
Land of the BIind
4328
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Posted - 2014.09.22 20:35:00 -
[6] - Quote
maluble wrote:The Master Race wrote:SMGs shred people, scrambler pistols have a huge head shot bonus, ion pistols can be charged for a big hit, and magsecs/bolt pistols have range. They are all viable if you can control your range and as a scout you pretty much get to not to mention get the jump on people.
All I read one eye was don't nerf me bro. I agree unless wielding a sniper rifle a scout should be using a cqc weapon. Let us keep the use of SR and SG but not other light weapons. That is cherry picking.
One of the major factors in Dust is variety of style.
There is no reason a scout shouldn't be able to use a RR, ScR, or CR. In fact, there are many situations where they are at a disadvantage for doing so, so why limit them?
In the same way that Sentinals should be allowed to use weapon other than an HMG and Forge, so should scouts be able to use something other than SR, SG and side arms.
You can always tell a Millford Minja
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One Eyed King
Land of the BIind
4328
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Posted - 2014.09.22 21:15:00 -
[7] - Quote
CharacterNameWasTaken wrote: Maybe instead of lowering ew fitting add it in with the scout skill just like the cloak as in maybe 5% reduction to ew modules per lvl same for biotics.
I am curious as to how this would work.
Can you give me an example of how this would run? I am having a hard time picturing it.
You can always tell a Millford Minja
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