|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Maken Tosch
DUST University Ivy League
9849
|
Posted - 2014.10.22 18:15:00 -
[1] - Quote
Well, it's not going to affect me anyways since I hardly ever use a light weapon. But then again I do use the swarm launchers which often requires me to be fast and stealthy in order to sneak up on a tank or LAV that somehow has a scanning module fitted on it. It's incredible how difficult it is to keep up with a tank even on a fast scout when you know that tank is going to run away at the first sign of a swarm. If I lose my light weapon slot on my scout, I will have no use for the light weapon skill books until I train up assaults or commandos and I don't have any plans to train into those for a very long time.
Then there are the snipers to consider. There are sniper players -- no I'm not talking about the risk-averse redliner type -- who are always on the move either to counter another sniper or to avoid detection while close to enemy lines. What about them? Those kind of "productive snipers" who are a rare breed are likely to be scouts as well.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
|
Maken Tosch
DUST University Ivy League
9850
|
Posted - 2014.10.22 18:19:00 -
[2] - Quote
Atiim wrote:Raptor Princess wrote:RayRay James wrote:Raptor Princess wrote: Logis with sidearms only would be more logical.
No. Logis are already limited enough, we still need to defend ourselves. So do Scouts... Scouts don't need a focus around defense, as they're eWAR and stealth abilities prevent them from being in a situation where they would need to have a prolonged firefight.
The Blackbird in Eve Online also a strictly EWAR ship that depends heavily on preventing the enemy from targeting them in order to survive yet they have slots available for both medium turrets and missile launchers in case they have to actually shoot back as there are ships capable of countering the EWAR advantage of the Blackbird.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
|
Maken Tosch
DUST University Ivy League
9850
|
Posted - 2014.10.22 18:29:00 -
[3] - Quote
Leadfoot10 wrote:This isn't Eve.
I know.
I just brought it up to prove a point. Honestly, scouts need some defense. It may not necessarily have to be a light weapon in particular but some means of shooting back is needed if scouts are to ever run into a situation where their EWAR may not work.
Also, I would be extra careful of about buffing sidearms as compensation for the loss of the light weapon slot. Remember the Bolt Pistol and how powerful it is? As it stands, that thing is almost as effective as an AR. Now imagine seeing scouts with a buff to a weapon like that.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
|
Maken Tosch
DUST University Ivy League
9850
|
Posted - 2014.10.22 18:34:00 -
[4] - Quote
Fizzer XCIV wrote:I'd rather see scouts lose their sidearm slots than their light slots. As much as I hate shotguns, they are a decidedly scout weapon. Force the shotgunners to get close. No more versatile invisible shotguns.
Congratulations, you just obliterated the role of the Minmatar Scout as a dedicated ninja knifer which is exactly the kind of role I dedicated myself towards for 2 years and counting.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
|
Maken Tosch
DUST University Ivy League
9852
|
Posted - 2014.10.23 00:47:00 -
[5] - Quote
Fizzer XCIV wrote:Maken Tosch wrote:Fizzer XCIV wrote:I'd rather see scouts lose their sidearm slots than their light slots. As much as I hate shotguns, they are a decidedly scout weapon. Force the shotgunners to get close. No more versatile invisible shotguns. Congratulations, you just obliterated the role of the Minmatar Scout as a dedicated ninja knifer which is exactly the kind of role I dedicated myself towards for 2 years and counting. Little Known Fact: Nova Knives can fit in the Light Weapon Slot.
Yeah.... disregard what I said earlier. I misread.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
|
Maken Tosch
DUST University Ivy League
9870
|
Posted - 2014.10.25 06:45:00 -
[6] - Quote
Honestly, I think we're looking at this the wrong way. The principle problem with scouts is that that are able to be better at being assaults than the assaults themselves. This is happening primarily because assaults don't have enough benefits to them to make them better at being their role than what the scouts can. So instead of nerfing scouts, we should focus on buffing the assaults.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
|
Maken Tosch
DUST University Ivy League
9870
|
Posted - 2014.10.25 07:00:00 -
[7] - Quote
Vance Vyth wrote:dedicated scouts don't need light weapons.. shotgun scouts and snipers would still be able to what they do on a basic frame, maybe just up the cpu/pg on basic frames a bit. this way assaults are more viable? thoughts?
Ummm....
Shotgun is a light weapon.
Sniper is a light weapon.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
|
Maken Tosch
DUST University Ivy League
9881
|
Posted - 2014.10.26 20:22:00 -
[8] - Quote
Blueprint For Murder wrote:Come on guys I know it is a long thread, but posting with out reading it serves no purpose to the discussion.
As brought up earlier basic suits can be used for sniper/anti-vehicle/assault fits in a low profile high speed suit. While light suits have less cpu/pg they are able to be fit most likely at a smaller capacity than assault/commando suits. I think people then would take assault suit over playing the scout as a assault class because of not only the TTK but range and clip size as stated earlier the class would require more clever choices instead of running up and shotgunning someone. If you think scout = frontal assault you're wrong period.
OUR GOAL ISN'T TO MAKE SCOUTS UNABLE TO KILL, BUT THAT THEY DO IT AT A LESSER CAPACITY THAN ASSAULTS/COMMANDOS WITHOUT TACTICAL ADVANTAGE.
Something that the proposed cloak change will not achieve and hinder all but shotgun users. Nerfing side arms out of the the mix arguably the only play style that could use the advantage because of its TTK/range/clip deficiencies.
and plz stay on topic the only proposed change is sidearms only scout.
Still, I don't like the sidearm-only concept. If I am forced to have to choose between 2 sidearm slots and 1 light slot, it would have to be the 1 light slot. At least this way the scout will still be able to fit one of two weapon classes (light and sidearm) which will at least allow shotgunners, AVers, and snipers a chance to continue using the scout suit rather than being forced to cross-train into a different suit class.
The 2-sidearm slot idea would obliterate the mobility of snipers in particular who have to constantly be on the move to avoid being counter sniped. This would result in seeing nothing but commandos being used as the primary sniping platform due to their high EHP to avoid being counter sniped because they no longer have the mobility of a scout. So far there have been only two kinds of snipers in Dust that I have seen during the past two years: scout snipers and commando snipers. The assault and logi variants are almost non-existent.
The 1 light slot idea is more favorable since snipers and shotgunners can still retain their roles. They'll just have to make do with either one class of weapon or the other for each unique fitting. This will hardly impact the effectiveness of sidearm-only scouts like me who usually run almost exclusively with something like a pair of nova knives while still allowing shotgunners and snipers to keep their roles within the scout suit.
But honestly, I'm not a fan of either of the two ideas. I would rather much see scouts keep both slot types and just buff the logis and assaults directly to compensate. As I said before, if I have to make a choice between the two, it would have to be the latter option.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
|
Maken Tosch
DUST University Ivy League
10173
|
Posted - 2014.11.08 04:46:00 -
[9] - Quote
Blueprint For Murder wrote:The guys I asked to make a side arm only video is busy with 1.9 stuff so if anyone could make one to show how effective it is that would be appreciated. I would do it myself if I had the utility.
If you want to balance scouts you have to reduce there Time To Kill so scouts can not drop someone before they can react. Increasing the time before the engagement is worthless what must be increased is the time between the first shot and death of target... impossible in a shared weapon pool(assault, commandos, and logi) including the sg and plc this is why side arms is the only way to balance them.
I understand the cloak is now primarily effective for shotgun users and hope that the cloak tacnet change and maybe the delay would be reverted if this change was chosen to implement.
If the idea is to prevent or hinder a scout from being able to OHK someone as you hinted on part I just highlighted, then you're never going to achieve that by removing the light weapons. Why? The Ishukone Nova Knives. Those knives, believe it or not, are more powerful than the shotgun. When fitted on a Scout Mk.0 in the hands of an experienced knifer, fear will grab hold of the enemy.
Nova Knives have the advantage of silence. You won't realize that you lost a team mate that was standing next to you until the knifer comes after you too or when that team mate tells you "HOLY SHATNER I GOT KILLED BY A KNIFER WATCH OUT!!"
The other advantage is their alpha damage. At max skills with complex sidearm damage mods on a Scout Mk.0, those knives can deal at least 1,700 HP when fully charged. That is enough to bring down almost every heavy on the first hit with the exception of the Proto Bears. Even then, all the knifer has to do is follow up with a single quick slash to finish the Proto Bear off.
And believe it or not, getting close to someone is not that hard especially when the Scout Mk.0 is fast enough. Even a Scout M/1-Series suit fitted with one enhanced kin cat and one enhanced profile dampener can get pretty close to someone and wreck people with ZN-28 Nova Knives which are strong enough to OHK most assaults. Hell, they are now effective enough to destroy a LAV and -- in extra rare cases -- a HAV.
If I had the hardware at all to record this, I would show you. But unfortunately I don't. Thankfully, other knifers can vouch for me on this. You can also watch a few of Cyrius Li-Moody's videos on YouTube that features one video dedicated to minjas.
The only significant downside to the knives is that they are one of the few weapons in the game that do require a lot of experience to use properly which is why I stated earlier on how effective these knives can be in the hands of an experienced player. The only advantage the shotguns have over the knives is the range.
So you see, removing the light weapons with the intent to prevent or hinder the scout from being able to OHK will not solve the issue. The Nova Knives will still be there. There is also the REs to consider. So if you want to prevent this with scouts, you have to take away the REs and the Knives from the scouts and I know that's not something you would ever consider.
But I see that your main point is about preventing scouts from being better slayers than the assaults. There are many other ways to do this without having to resort to such drastic measures of removing the light weapons from scouts. For example: CCP Rattati is already looking into rebalancing the EWAR of the scouts in relation to the rest of the suit sizes.
Follow CCP Rattati's Discussion about rebalancing EWAR here: https://forums.dust514.com/default.aspx?g=posts&t=180032&find=unread
One of the ideas brought up is to make the suit's scan profile increase in proportion to the number of extenders and plates fitted on the suit. This way, the scout has to choose between being stealthy and being tanky. And since scouts don't generally like to show up on the TACNET, they will be more inclined to choose a paper-thin stealth fit rather than a Christmas Tree-lit assault fit. There will also be the introduction of spy uplinks that can be deployed as a sort of motion sensor that can force every scout to dampening themselves and sacrifice even more tank to stay hidden. They are also looking into taking away our ability to see which direction you're facing on the TACNET so you will appear as a dot without an arrow. This way, I won't be able to tell if you're looking at my direction or away from me as soon as I turn that corner.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
|
Maken Tosch
DUST University Ivy League
10173
|
Posted - 2014.11.08 04:58:00 -
[10] - Quote
Blueprint For Murder wrote:I use ion pistol/nova knives with out a cloak on a mk scout there is a huge recovery difference between it and the shotgun while I can ohk if I miss someone which is easy on a moving target I have very little chance to recover where as the shot gun is effective at range nk also have a charge up time. I still need to read the rest of the comment and will reply back along with adressing the other comments
If you ever miss someone when its moving, one trick I normally do which is very effective is circling them at close range and force them to be disoriented. At that point, you have a second chance. Given enough experience, you can pull it off.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
|
|
Maken Tosch
DUST University Ivy League
10173
|
Posted - 2014.11.08 05:29:00 -
[11] - Quote
Blueprint For Murder wrote:Nova knives also have a charge up time and are not often used in frontal assault so there is much more give and take compared with the shotgun. This change would also address strife scouts in the same fix without limiting the modules they can use as it would only effect range and effective dmg so they could keep the play styles, but in a balanced state.
But overall I don't think CCP would ever consider making scouts have only sidearms. As you can see from the link I gave you, CCP is more focused on addressing the situation through EWAR.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
|
Maken Tosch
DUST University Ivy League
10174
|
Posted - 2014.11.08 07:03:00 -
[12] - Quote
Blueprint For Murder wrote:You said you would have posted a video so I can assume you are a scout as well right? If so you and I both know ewar isn't the problem with scouts no matter the changes players are not going to see me coming and we will most likely get the jump on them it is what are class is. right? I am not saying ewar doesn't need fixed, but without parity we will always be hard to detect the ewar is not a problem with our class it is our class. So changes to ewar may change our fits, but it will not address the position of the scout.
EWAR may not be the principle problem, but it is part of it. I'm a dedicated scout from the very beginning in closed beta and I seen how scouts have evolved over the 2+ years that I have been playing so I know what I'm talking about here.
Another part of the problem is that scouts are able to effectively tank like assaults without much penalties. This is another aspect that the EWAR rebalancing will address.
Yet another part is that assaults are just not given advantages to counter scouts. A scout can be an assault if a player chooses and that is the premise of Dust 514 where players can fit their suits however they like without too many restrictions. Removing the light weapon from scouts goes against the premise. The only exceptions to this are the heavy weapons that can only be fitted on a heavy suit. But the scout shouldn't be better than an assault at being an assault. I often suggest that assaults should be buffed by giving them enough advantages over the scouts so that they won't be outclassed by a suit that's outside of their class yet don't inadvertently outclass the scouts either in return. We don't want assaults being better at being scouts than scouts, do we?
Believe it or not there use to be a time in Dust when Logis were better at being scouts than the scouts themselves. They had better profile dampening and often times equal sprint speed as that of a scout. Coupled with extra equipment slots, light weapons and sidearms, and sometimes pretty good precision with a lot of slots available, they were the go-to suit for anything. Because of this, they even outclassed assaults in addition to scouts. Eventually they got hit pretty heavy with a nerf that they lost their sidearm slot among other things. I'm still not sure if this was a good idea at all. I mean, taking away a weapon slot just because they were OP is kind of overdoing it. But then again, CCP is historically known to overuse the nerf bat without much aiming. This is why I'm hoping Rattati will be able to find a better solution to all this.
I mean, if we're going to be removing light weapon slots from scouts, we might as well remove slots from other classes as well. Heavies have no equipment. Logis have no sidearms. If scouts lose their lights, what would that mean for the assault? Are you willing to take away dedicated slots from an assault? It's only fair, right?
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
|
Maken Tosch
DUST University Ivy League
10175
|
Posted - 2014.11.08 08:44:00 -
[13] - Quote
Blueprint For Murder wrote:There is very very little difference between replacing the light weapon slot with a side arm and forcing scouts to fit certain modules because of over the top penalties. Especially when sidearms would make such a small difference to the scout class. As far as scouts tanking we both know our hp doesn't matter we don't get shot if we are sneaky although it is nice to have a little padding. Even with speed tanked sg scouts and shield tanked strife scouts the hp is pretty minor. Shield tanks strife scouts rely on ttk/regain not hp and speed tankers rely on ttk/speed. With all of your experience I would assume you already knew this so get real bro.
This isn't taking away a slot because scouts are op this is replacing a slot in order to balance them. Since you and I both play with side arms we both know how strong it is and how it is a very small nerf unless you are a sg user because kn kills are much harder to get.
Clearly your mind is dead set on this and it was a waste of my time arguing with you. I hate shotgun scouts as much as the next guy but I will not stoop so low as to go your way. This debate is going nowhere (as if it ever did). Have a nice day.
PS: This is my last comment for this thread.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
|
|
|
|