Ivy Zalinto
Second-Nature
376
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Posted - 2014.10.23 03:35:00 -
[1] - Quote
Since the first sp point that ive put into scouts, Ive used almost solely sidearms.
I wanted to use the breach ar and it finally feels good honestly.
But scrambler pistols are where ive been for most of my 20 mill sp
Dedicated Stealth Scout.
Scout instructor; Learning Coalition
Scrambler pistols are still lethal.
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Ivy Zalinto
Second-Nature
387
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Posted - 2014.10.24 14:32:00 -
[3] - Quote
voidfaction wrote:Some scrub thinks an eWAR scout with 249 HP and a Tac-AR is OP, lol Sorry but IMO Scout and shotgun DO NOT GO TOGETHER. Scout and Sniper, Tac-AR, Pistols, NKs yes. Precision long range weapon with pistol knife sidearm is how the other games set them up but with silencers. A LOUD as **** shotgun defeats the purpose of being quiet and sneaky. without modification I believe my ehp comes to 245, and it is NOT enough to get away from combat a lot of the time if im spotted.
The hp isnt the issue, in my opinion its the penalty from plates. It just isnt enough to deter people that want to tank. Take my own suits for example. I dont tank my scout up for armor or shields, i use speed and knowledge of the battlefield to be effective.
My in combat lifespan is significantly lower depending on the enemies facing, distance to target as it becomes easier to aim at a medium range compared to extreme close or extreme long.
Countering their combat choice I need to be within roughly 50 meters, preferably 10 as I use almost exclusively scrambler pistols. Pretty much any weapon can punch through that limited health I do have in under a second. Factor in that I move 10 meters a second then how the maps are designed. At my fastest fit I can move 30 feet before Im cut down in a lot of cases.
My choices are limited to stealth and guerrilla warfare.
Now, lets observe this if I were to actually tank my suits up. Kincat skill level 5 confers a (cant remember but Im going to say absolute minimum) of 5% bonus to module efficiency. Now, my complex kincats give me a 12% speed boost, efficiency bost of 5% making it 17% per module.
Armor plates reduce I believe 3% movement speed and add quite a bit of armor. One complex kincat and several armor plates negate the downfall of the plates and in fact I will still be moving faster that I was despite the penalty.
The plates penalties need to be increased in general I think or have it based on suit size to plate size. A armor plate could more heavily penalize a light suit and be negligible on a heavy suit and this would be rather effective if done right.
My own personal opinion. Im a pretty much max skill scout, their hp isnt that great. About the only thing going for my scout in my opinion is of course the scanning properties (both hiding and seeking out targets) and that if I DO manage to break contact in an emergency situation I can recover my wounds and find a way to engage where I have the advantage thanks to the much needed repair rate added to my suit.
@Fox: I use scrambler rifles occasionally and ive been toying with the breach ar before it got the recent buff as it appealed to me. Just some thoughts.
Dedicated Stealth Scout.
Pay attention to your surroundings or your getting 2 in the back of the head.
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