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Apothecary Za'ki
Biomass Positive
958
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Posted - 2014.10.06 02:22:00 -
[61] - Quote
Atiim wrote:Ripley Riley wrote:Atiim wrote:I've made scout builds with 600+ eHP that can still sprint at 8m/s. Please be overexaggerating. Link the fitting? http://www.protofits.com/fittings/shared/837/8224Who needs Shield Regulators and Rechargers when you have 50HP/s and a 3s delay? i managed to get amarr scout to like 944 ehp.. and gallente with like 904ehp.. its nuts
[[LogiBro in Training]]
Level 2 Forum Pariah
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Bethhy
Ancient Exiles.
2444
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Posted - 2014.10.06 02:47:00 -
[62] - Quote
Atiim wrote:Ripley Riley wrote:Atiim wrote:I've made scout builds with 600+ eHP that can still sprint at 8m/s. Please be overexaggerating. Link the fitting? http://www.protofits.com/fittings/shared/837/8224Who needs Shield Regulators and Rechargers when you have 50HP/s and a 3s delay?
But no room for a Cloak, Or Damps....
A Logi with a Active scanner skills can scan you out... Not that any of them know it anymore...
EVERY scout with passive skills can see you...
ANDD Your Suck with a Burst Combat Rifle or Basic, ADV level weapons to make the fit effective.
When that fits goes Toe to toe with a Caldari Assault or a Caldari Commando the suit fails... It completely relies on it's paper thin Ewar which nearly anything can see through.
Negatives and Benefits. |
Ripley Riley
Incorruptibles
3574
|
Posted - 2014.10.06 03:00:00 -
[63] - Quote
Bethhy wrote:But no room for a Cloak, Or Damps.... Ermm... http://www.protofits.com/fittings/shared/837/8228 Here is the same fitting with a cloak. Also, if you are a Gallente or Caldari scout you get onboard damps by nature of the scout skill.
Bethhy wrote:A Logi with a Active scanner skills can scan you out... Not that any of them know it anymore... I see logis with scanners once in a blue moon. They also have to be scanning in the right location to see the scout. An active scanner does not guarantee catching a scout.
Bethhy wrote:EVERY scout with passive skills can see you... Scouts are the solution to OP scouts... got it
Bethhy wrote:AND Your Stuck with a Burst Combat Rifle or Basic, ADV level weapons to make the fit effective. Uh, his fitting has a proto light and an advanced sidearm. That's pretty beefy.
Bethhy wrote:Negatives and Benefits. I'm seeing a lot of benefits, but not many negatives...
My advice to you, playa...
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gustavo acosta
Pure Evil. Capital Punishment.
310
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Posted - 2014.10.06 04:12:00 -
[64] - Quote
Bethhy wrote:Atiim wrote:Ripley Riley wrote:Atiim wrote:I've made scout builds with 600+ eHP that can still sprint at 8m/s. Please be overexaggerating. Link the fitting? http://www.protofits.com/fittings/shared/837/8224Who needs Shield Regulators and Rechargers when you have 50HP/s and a 3s delay? But no room for a Cloak, Or Damps.... A Logi with a Active scanner skills can scan you out... Not that any of them know it anymore... EVERY scout with passive skills can see you... ANDD Your Stuck with a Burst Combat Rifle or Basic, ADV level weapons to make the fit effective. When that fits goes Toe to toe with a Caldari Assault or a Caldari Commando the suit fails... It completely relies on it's paper thin Ewar which nearly anything can see through. Negatives and Benefits. With that much EHp, passive E-war, and Regen who need to be invisible.?
Gallente scout, heavy, logi, and assault
Eternal Can I haz ur isk?
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Crimson Cerberes
Hammer Of Light Vanguard of the Phoenix
627
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Posted - 2014.10.06 04:32:00 -
[65] - Quote
So still the best counter to a scout is a scout?
Oh and to the dummies who say you can't count a Tanked scout as a ewar scout...... you must be trolling. They are both scouts yes? Just a simple yes or no will do.
A tanked scout still has these advantages over the other suits: invisible to all but scout on tacnet (might be invisible to most scouts too) can see all but some scouts on tacnet Faster than all but scouts has 2 equipment slots Does the same amount of damage as an assault Can cloak Can navigate more difficult terran Can see farther on tacnet Can run farther Can run longer Much smaller hitbox than assaults and heavies Regen shields in a blink of an eye
You can do all of this on a scout, fit a prototype weapon, proto nades, proto armor rep, run at nearly 7 m/sec, have a nanohive, cloak, and still have a sidearm, oh and 823 HP.OR forgo the armor repper, run a tiny bit slower, and have 971 HP.
Yep thats right, be better in EVERY SINGLE ATTRIBUTE but HP, oh but wait, due to having a significantly smaller hitbox, your dodging many more bullets, and have effectively the same or MORE HP.
If you really think scouts are balanced you are just dumb.
If you think it is ok for scouts to be the only valid counter for scouts you are dumb.
"We are not ever going to respec weaponry and dropsuit command because the majority of our Aurum gear falls within those
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Bax Zanith
200
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Posted - 2014.10.06 05:24:00 -
[66] - Quote
If none of you don't mind me cutting in, I'd like to do a little more than shout my opinion. Does anyone here want to take a stab at guessing what the role "Assault" means, and what is needed to perform this role? Anyone? If all you want to do is argue without accomplishing anything, then by all means just ignore me.
They didn't die from the cold without
They died from the cold within.
- James Patrick Kinney
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Magnus Amadeuss
Bragian Order Amarr Empire
1126
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Posted - 2014.10.06 05:41:00 -
[67] - Quote
Bax Zanith wrote:If none of you don't mind me cutting in, I'd like to do a little more than shout my opinion. Does anyone here want to take a stab at guessing what the role "Assault" means, and what is needed to perform this role? Anyone? If all you want to do is argue without accomplishing anything, then by all means just ignore me. That isn't really the point of discussion is it though?
The point is that a scout fills too many roles in either an exclusionary (like ewar) or an encompasing (like assault/logi-lite) manner.
Should a scout be able to do these things is the better question. Should a scout be the only viable suit for so many roles, while being fully capable of filling other roles as well? Especially when the other suits can in no way fufill it's role to the same extent?
What exactly is the role of the scout?
Is it supposed to assault? If no, why can it have so many HP and such a small hitbox making it an idea assaulter? Why does it do just as much damage as the assault and logi suits?
Is it an assault/logi hybrid? If no, why does it require two equipment slots? Why does it have so many slots?
Is it an ewar machine?
Is it a stealth role?
What exactly is the role of the scout? Right now it fills too many shoes too well, many at the same time.
Fixing swarms
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Bax Zanith
200
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Posted - 2014.10.06 06:02:00 -
[68] - Quote
Magnus Amadeuss wrote:Bax Zanith wrote:If none of you don't mind me cutting in, I'd like to do a little more than shout my opinion. Does anyone here want to take a stab at guessing what the role "Assault" means, and what is needed to perform this role? Anyone? If all you want to do is argue without accomplishing anything, then by all means just ignore me. That isn't really the point of discussion is it though? The point is that a scout fills too many roles in either an exclusionary (like ewar) or an encompasing (like assault/logi-lite) manner. Should a scout be able to do these things is the better question. Should a scout be the only viable suit for so many roles, while being fully capable of filling other roles as well? Especially when the other suits can in no way fufill it's role to the same extent? What exactly is the role of the scout? I want to answer this question too, but I have to start some where first. Id like to look at the argument backed up by sound logic, rather then just taking someone's word for it. But that of course is going to require more than comparing shear stats to accomplish. Is the scout OP, or is the assault UP? I want a crystal clear answer, and I'm not going to get that answer by just yelling. I'm not a genius like judge, or Mat Pat from game theory, so I politely ask for some help to find the answer, and possibly the solution.
They didn't die from the cold without
They died from the cold within.
- James Patrick Kinney
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Henrietta Unknown
Nox Lupos
342
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Posted - 2014.10.06 06:04:00 -
[69] - Quote
Bax Zanith wrote:If none of you don't mind me cutting in, I'd like to do a little more than shout my opinion. Does anyone here want to take a stab at guessing what the role "Assault" means, and what is needed to perform this role? Anyone? If all you want to do is argue without accomplishing anything, then by all means just ignore me. Standard infantry. Not better than a scout or heavy 1 v 1, but at least two or three in an advantageous position and with the appropriate weapons and builds can neutralize a heavy or a scout. Now when you throw in multiple heavies/scouts, the Assaults start to suffer again.
Not to mention that assaults have the highest number of slots out of all dropsuits.
Basically, assaults are versatile. They suck alone, but pack effective punches as a coordinated squad. The main reason organized squads still suffer today is because there are also full squads of heavies + logies or scouts or both.
...had to let it out.
Give the Magsex some love.
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Magnus Amadeuss
Bragian Order Amarr Empire
1126
|
Posted - 2014.10.06 06:13:00 -
[70] - Quote
Bax Zanith wrote:Magnus Amadeuss wrote:Bax Zanith wrote:If none of you don't mind me cutting in, I'd like to do a little more than shout my opinion. Does anyone here want to take a stab at guessing what the role "Assault" means, and what is needed to perform this role? Anyone? If all you want to do is argue without accomplishing anything, then by all means just ignore me. That isn't really the point of discussion is it though? The point is that a scout fills too many roles in either an exclusionary (like ewar) or an encompasing (like assault/logi-lite) manner. Should a scout be able to do these things is the better question. Should a scout be the only viable suit for so many roles, while being fully capable of filling other roles as well? Especially when the other suits can in no way fufill it's role to the same extent? What exactly is the role of the scout? I want to answer this question too, but I have to start some where first. Id like to look at the argument backed up by sound logic, rather then just taking someone's word for it. But that of course is going to require more than comparing shear stats to accomplish. Is the scout OP, or is the assault UP? I want a crystal clear answer, and I'm not going to get that answer by just yelling. I'm not a genius like judge, or Mat Pat from game theory, so I politely ask for some help to find the answer, and possibly the solution. That is too binary of a question, the reason being is that there are multiple suits in this game. So you have to ask yourself, how do the assault, logi, sentinel, commando, and scout fit into this game, which ones are OP and UP and work from there. This amkes the entire thing WAY more complicated.
What should be obvious is that players will flock to what is OP, and using metrics you can decide what is over performing and what is under performing.
I think it is plainly obvious that the scout is the most popular suit with people over 10 million SP, and where there is smoke there is fire.
Fixing swarms
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Bax Zanith
200
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Posted - 2014.10.06 06:18:00 -
[71] - Quote
Henrietta Unknown wrote:Bax Zanith wrote:If none of you don't mind me cutting in, I'd like to do a little more than shout my opinion. Does anyone here want to take a stab at guessing what the role "Assault" means, and what is needed to perform this role? Anyone? If all you want to do is argue without accomplishing anything, then by all means just ignore me. Standard infantry. Not better than a scout or heavy 1 v 1, but at least two or three in an advantageous position and with the appropriate weapons and builds can neutralize a heavy or a scout. Now when you throw in multiple heavies/scouts, the Assaults start to suffer again. Not to mention that assaults have the highest number of slots out of all dropsuits. Basically, assaults are versatile. They suck alone, but pack effective punches as a coordinated squad. The main reason organized squads still suffer today is because there are also full squads of heavies + logies or scouts or both. ...had to let it out. So funny thing about that slot thing. Assault suits have more slots than there scout counter parts only at the proto level, even then its only by one slot. At advanced level they equal in total slot numberes, and at standard the scout beats the assault in slot count by approximately one equipment slot.
They didn't die from the cold without
They died from the cold within.
- James Patrick Kinney
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Magnus Amadeuss
Bragian Order Amarr Empire
1126
|
Posted - 2014.10.06 06:29:00 -
[72] - Quote
Henrietta Unknown wrote:Bax Zanith wrote:If none of you don't mind me cutting in, I'd like to do a little more than shout my opinion. Does anyone here want to take a stab at guessing what the role "Assault" means, and what is needed to perform this role? Anyone? If all you want to do is argue without accomplishing anything, then by all means just ignore me. Standard infantry. Not better than a scout or heavy 1 v 1, but at least two or three in an advantageous position and with the appropriate weapons and builds can neutralize a heavy or a scout. Now when you throw in multiple heavies/scouts, the Assaults start to suffer again. Not to mention that assaults have the highest number of slots out of all dropsuits. Basically, assaults are versatile. They suck alone, but pack effective punches as a coordinated squad. The main reason organized squads still suffer today is because there are also full squads of heavies + logies or scouts or both. ...had to let it out.
Here i the problem with that statement:
If Scout > assault, bring scout If Heavy > assault, bring heavy
Assaults are not the most versitile either, I would argue that they are just below sentinels, 1 light, 1 sidearm, 1 grenade, 1 equipment (logi and scout have this setup too, sentinel has a grenade, commando has equipment), 3rd worst ewar stats (after scout and logi), 3rd worst HP (after heavy and commando), 2nd fastest speed/endurance (after scout).
There is a reason you see so many people using sentinels with light weapons, they fill assault roles just as well.
The only assault suit that *seems* like it has a decent bonus is the amarr assault suit, and that is only because scramblers and laser are useless without that suit.
It is not coincidence that the two suit classes with 3 bonuses (sentinel and scout) are also the most used.
Fixing swarms
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Shutter Fly
Molon Labe. General Tso's Alliance
429
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Posted - 2014.10.06 06:53:00 -
[73] - Quote
Sergeant Sazu wrote:Switch the Scout's regen stats with the Assault's, and watch as only the real Scouts remain. Quoting this to bring a bit more attention. I think this would be a very good solution. It makes assaults much better frontline fighters, while encouraging scouts to rely more on stealth by reducing the effectiveness of any tank they might attempt to build. The Amarr suits might need a bit more tweaking beyond this, but I think it alleviates most of the problems with the other three.
I don't like the idea of removing the scout's 2nd EQ or giving another one to Assaults. It just so happens that my argument for this relates to the role of Assaults in comparison to the other two primary combatant classes, Scouts and Sentinels (I guess Commandos are too, but they're a bit more niche).
I may be a bit biased on the Scouts, but the two EQ slots are very important to many of the Scout's roles that can't be done effectively by any other unit. Scouts are often used as uplink runners, which usually requires either a cloak, or two sets of links depending on the situation. As for Assaults, they are, even by name, focused primarily on combat. More equipment would just bring them further from that role. Unlike Sentinels, who fill a similar role, Assaults do need one EQ in order to have relative autonomy, which a Sentinel isn't suited for. |
Vicious Minotaur
1198
|
Posted - 2014.10.06 07:35:00 -
[74] - Quote
Crimson Cerberes wrote: If you think it is ok for scouts to be the only valid counter for scouts you are crutcher.
I frequently counter any and all armour tanking scouts (be it eWAR or Tanked) with a Mass Driver. They don't like those (hell, even shield tanked scouts don't like them). And Mass Drivers can be used on any suit.
Ion and scrambler pistols can wreck shields of any scout, and can be used to counter any shield tanking scout (provided you can aim). And sidearms can be used on all suits.
In fact, every single weapon in the game, barring the swarm launcher, can be used to counter a scout suit if you are competent. If you can't counter a tanked scout suit with anything other than another scout, then, well... you just flat out suck at this game.
"But they can cloak!" Oh, but you have eyes, and the cloak, when active, is easily seen through.
"But they can avoid scans!" Oh, but again, you have eyes. Check your back frequently, avoid getting tunnel vision during engagements, and your eyes will see scouts, even cloaked ones. Oh, and you have active scanners. And yes, they work. Tanked scouts will have trouble beating an active scanner.
"But they are fast!" Oh, but they are not faster than bullets, now, are they?
"But they can tank lots w/ better speed and a hitbox!" Oh, but if you use the right weapon, they are as good as dead. Can't hit them? Get better aim, or use a different weapon that is more forgiving. That speed won't mean a thing when you force them to either run or die with proper weapon usage.
In fact, the best counter to scouts (and anything, really), is YOU. As in, your brain and your eyes. That's how it is in virtually every game.
Now, that's not to say that there are not problems with scouts, for there are (I won't go into the real problems, because this thread is trash). But Come on. There is an entire fitting system in DUST with a plethora of options. I counter scouts, even heavily tanked ones, on a regular basis using ARs, MDs, Bolt pistols, HMGs and others, all on Logis/assaults/Commandos/Sentinels, and yes, even scouts.
TL;DR Get good, and use the damn fitting system.
I am a minotaur.
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valad II
NoGameNoLife
235
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Posted - 2014.10.06 07:46:00 -
[75] - Quote
All the bitching about Scouts brick tanking is hilarious. Especially when you have scrubs running around in Sent. GKO's with Kali rail rifles. All the roof top camping going on, makes me not give a sh!t about all the bitczhes complaining about scouts even more.
Just tonight I took my Amarr Scout AKO and brick tanked the hell out of him. Stood right in front of a heavy and shot him 3 times. Buh bye heavy. Still able to cloak up and disappear. Call me a scrub, I dont give a flying Fuk. Get the fuk off the roofs. This isn't Nintendos Duck Hunt. |
THUNDERGROOVE
Fatal Absolution
1115
|
Posted - 2014.10.06 07:59:00 -
[76] - Quote
One Eyed King wrote:It was out of hand between 1.8 and Charlie.
Now it is a minor annoyance, with many slayers finding the Assaults preferable when playing the role. "Slayers" You mean the scrubs who need that much HP to win a gunfight right?
Amarrica!
It's Not Safe to Swim.
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Joel II X
Molon Labe. General Tso's Alliance
3750
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Posted - 2014.10.06 08:10:00 -
[77] - Quote
Apothecary Za'ki wrote:Joel II X wrote:It's horrible, I know.
I still suggest removing an equipment and going back to the old CPU / PG of Olde.
Scout fittings were fine back then. We didn't need the buff. maybe "light" suits stay at 2 equip.. and scout goes down to 1.. as scout is the specialist for ewar/cloak.. thes changes mean people would make a shift to the slightly subpar (on cpu) suit if they wanted the 2 slots. I can get behind that... |
Alena Ventrallis
Vengeance Unbound Dark Taboo
1885
|
Posted - 2014.10.06 08:17:00 -
[78] - Quote
Said this before, I'll say it again.
Give precision to Caldari Scout, and range to Amarr Scout. The Caldari capitalizes on a precision bonus by sacrificing tank. Same for Amarr and range. Decrease dampeners effectiveness, so that Gallente must fit more to remain hidden. MinScout is paper as it is, especially when fitted with kincats.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Shutter Fly
Molon Labe. General Tso's Alliance
430
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Posted - 2014.10.06 08:31:00 -
[79] - Quote
Joel II X wrote:Apothecary Za'ki wrote:Joel II X wrote:It's horrible, I know.
I still suggest removing an equipment and going back to the old CPU / PG of Olde.
Scout fittings were fine back then. We didn't need the buff. maybe "light" suits stay at 2 equip.. and scout goes down to 1.. as scout is the specialist for ewar/cloak.. thes changes mean people would make a shift to the slightly subpar (on cpu) suit if they wanted the 2 slots. I can get behind that... I still can't support swapping the EQs of Assaults and Scouts.
There haven't been any complete arguments for it in this thread. All I've seen is "Less stuff for Scouts, more stuff for Assaults." The extra EQ is immensely more useful on a Scout than it would be on an Assault. In fact, it would do very little to alleviate the disparity between the two classes. The two equipment slots are extremely important to the Scout's role, as I mentioned above. The Assault just isn't fitted to utilize it as well as a Scout can, and it doesn't fit the primary goals of the class.
Swapping the regen/repair rates, however, would be immensely more useful for Assaults, while allowing scouts to maintain their primary role. Scouts aren't supposed to be taking much damage in the first place. So, if Scouts are utilizing the role "as intended," it won't have a huge effect. What it will do, is greatly reduce the effectiveness of any tank stacked on a Scout suit, while increasing its effectiveness in Assault suits. This will make Assaults into much more formidable frontline fighters. |
rpastry
The Rainbow Effect
245
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Posted - 2014.10.06 08:37:00 -
[80] - Quote
brick tanked scouts are garbage. any ewar scout can see them and all an assault needs is one complex dampener to counter their passive scan.
[Removed ASCII Art - CCP Logibro]
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Cpt McReady
Amarr Templars Amarr Empire
101
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Posted - 2014.10.06 08:48:00 -
[81] - Quote
Shutter Fly wrote: There haven't been any complete arguments for it in this thread. All I've seen is "Less stuff for Scouts, more stuff for Assaults." The extra EQ is immensely more useful on a Scout than it would be on an Assault. In fact, it would do very little to alleviate the disparity between the two classes. The two equipment slots are extremely important to the Scout's role, as I mentioned above. The Assault just isn't fitted to utilize it as well as a Scout can, and it doesn't fit the primary goals of the class.
because assaults do not have uses for explosives or injectors, right? who is gonna revive the logi? or setup a trap for the advancing heavies at the objectives? |
Shutter Fly
Molon Labe. General Tso's Alliance
430
|
Posted - 2014.10.06 09:03:00 -
[82] - Quote
Cpt McReady wrote:Shutter Fly wrote: There haven't been any complete arguments for it in this thread. All I've seen is "Less stuff for Scouts, more stuff for Assaults." The extra EQ is immensely more useful on a Scout than it would be on an Assault. In fact, it would do very little to alleviate the disparity between the two classes. The two equipment slots are extremely important to the Scout's role, as I mentioned above. The Assault just isn't fitted to utilize it as well as a Scout can, and it doesn't fit the primary goals of the class.
because assaults do not have uses for explosives or injectors, right? who is gonna revive the logi? or setup a trap for the advancing heavies at the objectives? I didn't say that they don't have a use for a second EQ slot, I said they can't utilize it as well. An Assault can do all of those things right now, just not more than one at once. Does it help the Assault achieve its primary role of the frontline attacker? Not really. The Assault shouldn't have time to juggle multiple EQ roles, because it should be assaulting. The Scout, however, is fast, agile, and stealthy, making it ideal for laying REs, running uplinks, and even substitute logistics. Take away that slot, and you are removing integral roles of the class and encouraging more bricked Scouts.
The problem with the Assault is that it isn't good enough at, you know, assaulting. How do you fix that? The answer is REGEN. If the Assault can regenerate more quickly, it will be able to make its currently negligibly higher tank significant. If that happens, it will be able to spend more time assaulting, and less time regenerating HP. |
Cpt McReady
Amarr Templars Amarr Empire
101
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Posted - 2014.10.06 09:38:00 -
[83] - Quote
Shutter Fly wrote: The problem with the Assault is that it isn't good enough at, you know, assaulting. How do you fix that? The answer is REGEN. If the Assault can regenerate more quickly, it will be able to make its currently negligibly higher tank significant. If that happens, it will be able to spend more time assaulting, and less time regenerating HP.
for regeneration armor tanked suits would need an additional bonus which gives them armor repair.
beside that, scouts ewar bonus should be tied to the module and not to the base stats.
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Shutter Fly
Molon Labe. General Tso's Alliance
430
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Posted - 2014.10.06 09:50:00 -
[84] - Quote
Cpt McReady wrote:Shutter Fly wrote: The problem with the Assault is that it isn't good enough at, you know, assaulting. How do you fix that? The answer is REGEN. If the Assault can regenerate more quickly, it will be able to make its currently negligibly higher tank significant. If that happens, it will be able to spend more time assaulting, and less time regenerating HP.
for regeneration armor tanked suits would need an additional bonus which gives them armor repair. beside that, scouts ewar bonus should be tied to the module and not to the base stats. As I said earlier (guess I should have quoted it), the Amarr suits would need additional tweaks. Gallente could possibly need a bit more, but the Assault would be able to benefit a bit more from the boost to shield and would be in a good spot with the 3HP/s armor rep.
I could live with ewar bonuses being tied to modules, but they would have to be rearranged. It would be a a huge nerf for the Cal Scout, whose two bonuses both apply to low slot modules, which it only has two spots for. |
jerrmy12 kahoalii
G0DS AM0NG MEN General Tso's Alliance
1622
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Posted - 2014.10.06 10:15:00 -
[85] - Quote
Crimson Cerberes wrote:700+ eHP with a tiny hitbox is better than having 1200 HP and a huge hitbox. This is getting out of hand. we got you a book that might you thee
Closed beta vet.
Call me TrolLuna or Trollmare Moon. Reference link
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Spaceman-Rob
Dead Man's Game RUST415
556
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Posted - 2014.10.06 10:41:00 -
[86] - Quote
Assaults just need another buff of some sort. |
Izlare Lenix
Vengeance Unbound Dark Taboo
1011
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Posted - 2014.10.06 10:50:00 -
[87] - Quote
It amazes me how stupid some players are and they believe that more hp is always better in this game.
My 400 hp scouts wrecks 700 hp scouts and my 990 armor hp ak.0 heavy wrecks 1300 armor hp heavies.
Strafing, speed, flanking, using cover, stealth, situational awarness, the ability to aim and land shoots on target and using your eyes to find scouts not the tacnet, are the most important part of this game, not hp. And this is true regardless of the suit you are using.
Only bad players brick fit scouts. And only worse players complain about them. Get good and quit your bitching. If you pulled your head from your ass you would realize there are multiple counters to brick fit scouts.
Gun control is not about guns...it's about control.
The only way to ensure freedom is by having the means to defend it.
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Cpt McReady
Amarr Templars Amarr Empire
101
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Posted - 2014.10.06 11:00:00 -
[88] - Quote
Izlare Lenix wrote:It amazes me how stupid some players are and they believe that more hp is always better in this game.
My 400 hp scouts wrecks 700 hp scouts and my 990 armor hp ak.0 heavy wrecks 1300 armor hp heavies.
Strafing, speed, flanking, using cover, stealth, situational awarness, the ability to aim and land shoots on target and using your eyes to find scouts not the tacnet, are the most important part of this game, not hp. And this is true regardless of the suit you are using.
Only bad players brick fit scouts. And only worse players complain about them. Get good and quit your bitching. If you pulled your head from your ass you would realize there are multiple counters to brick fit scouts. so you arguments for scouts being able to do all roles is because you can defeat bad players?
1/10 troll attempt |
Izlare Lenix
Vengeance Unbound Dark Taboo
1011
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Posted - 2014.10.06 11:22:00 -
[89] - Quote
Cpt McReady wrote:Izlare Lenix wrote:It amazes me how stupid some players are and they believe that more hp is always better in this game.
My 400 hp scouts wrecks 700 hp scouts and my 990 armor hp ak.0 heavy wrecks 1300 armor hp heavies.
Strafing, speed, flanking, using cover, stealth, situational awarness, the ability to aim and land shoots on target and using your eyes to find scouts not the tacnet, are the most important part of this game, not hp. And this is true regardless of the suit you are using.
Only bad players brick fit scouts. And only worse players complain about them. Get good and quit your bitching. If you pulled your head from your ass you would realize there are multiple counters to brick fit scouts. so you arguments for scouts being able to do all roles is because you can defeat bad players? 1/10 troll attempt
It is obvious you can't read.
My argument is that more HP does not make scouts or any dropsuit better.
I know players that dampen assault suits and **** face with them. I speed tank heavies and murder brick fit heavies. My dampend scouts slaughter brick fit scouts.
HP is the least important stat in this game and if you don't understand why that is true than there is no hope for you.
Gun control is not about guns...it's about control.
The only way to ensure freedom is by having the means to defend it.
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Prius Vecht
Red and Silver Hand Amarr Empire
401
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Posted - 2014.10.06 13:00:00 -
[90] - Quote
Scouts should have a max health of 400 ehp or so. they have to sacrifice something for speed, a tiny hitbox and being hard to detect. |
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