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Raptor Princess
ALLOTEC INC
55
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Posted - 2014.10.22 17:01:00 -
[1] - Quote
I use a scout suit for my sniper rifle because it's got the lowest profile and fits my needs. I've skilled into scout suits purely for that reason, so personally I hate this idea (unless sniper rifles are re-classified to be sidearms!) |
Raptor Princess
ALLOTEC INC
55
|
Posted - 2014.10.22 17:37:00 -
[2] - Quote
John Demonsbane wrote:Maybe if you made the shotgun a sidearm (Note: I am not a scout). Even still, I think this is a bad idea for any suit class (has been suggested many times for logis, sadly) as newer players who can't use dual prof 5 Ishukone SMGs or whatever would just get crushed.
Shotguns need to be made more realistic. They're OP cause they can OHK and have such high RoF that even if it takes two, nobody can react if they're snuck up on by a cloaker. Shotguns in real life maim rather than kill most often.
Logis with sidearms only would be more logical. |
Raptor Princess
ALLOTEC INC
55
|
Posted - 2014.10.22 18:00:00 -
[3] - Quote
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... |
Raptor Princess
ALLOTEC INC
55
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Posted - 2014.10.22 18:51:00 -
[4] - Quote
Atiim wrote:Raptor Princess wrote: Logis with sidearms only would be more logical.
Logical from which standpoint? Realistic - No competent military would intentionally limit the combat capabilities of their unit, as it's within their best interest that all units survive. Medics have access to the same weapons as any other soldier would, barring highly specialized ones (ie, you most likely won't see a medic holding an AV weapon). Gameplay - Lets look at their weaknesses (compared to Assaults)
- Low HP
- Low Speed
- Low Stamina
- No Sidearm Slot*
- Smaller Engagement Window
Looking at this list, they're already gimped in several areas when it comes to combat and confrontations. They don't need any more weaknesses than what they currently have, as the current ones are sufficient in limiting their combat efficiency.
The role of a logi is to support troops, not kill the enemy.
People who carry a lot of equipment in battle will be given lighter weapons e.g. someone carrying a tripod might only get a pistol instead of a machine gun. |
Raptor Princess
ALLOTEC INC
55
|
Posted - 2014.10.22 21:55:00 -
[5] - Quote
Blueprint For Murder wrote:Fox Gaden wrote: I donGÇÖt see any reason why we would want to prevent Scouts from using Sniper Rifles, Mass Drivers, and Plasma Cannons. Preventing Scouts from using Shotguns is just stupid. SR and AV are a small loss that promotes versatility increasing the games health.
Snipers are supposed to be stealthy. Why on earth would they be denied the stealthiest of suits just because scouts are OP?! The sniper rifle's range just got nerfed, so you need to get even closer to the kill zone to be of any use to your team. Snipers don't need to have a really useful suit taken from them on top of that!
Assault and Commando suits are no substitute for the Scout. I only use a Commando suit when I know it's likely I'll end up doing some CQC because my flimsy scout suit and SMG are no match for a scout that's shield/armour tanking with a rail rifle or shotgun. I get spotted much more often when I'm a commando though, because I can't hide from scans. I use all my slots for profile dampening and boosting my scans, so I am more likely to see that cloaked shotgunner when they decloak behind me.
The types of weapons scouts use is not what makes them OP.
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Raptor Princess
ALLOTEC INC
58
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Posted - 2014.10.24 16:41:00 -
[6] - Quote
Atiim wrote:Raptor Princess wrote:People who carry a lot of equipment in battle will be given lighter weapons e.g. someone carrying a tripod might only get a pistol instead of a machine gun. Tripods are typically used to mount long-range weapons, such as a Sniper Rifle. Given how medics are typically on the front lines or right behind it, they wouldn't be using a Tripod (hence what I said earlier about highly specialized weapons). All soldiers are expected to be able to carry a rifle and other gear at the same time, but the Logistics "lightens the load" by not carrying a sidearm, therefore making your analogy irrelevant.
The tripod was an example. The soldier carrying the associated equipment required for a machine gun will be given a pistol instead (at least that's the case in the units my friends have served in, it may be different in other countries) |
Raptor Princess
ALLOTEC INC
58
|
Posted - 2014.10.24 16:47:00 -
[7] - Quote
Blueprint For Murder wrote:Mahal Daj wrote:What if we make the cloak a light weapon module? That is some great out of the box thinking, but since sidearms require 2 to use in most cases lets alter it a bit. Lets say that the side arm only change only effects the scout suit it self leaving the light suit as is. This would remove any complaints about Anti vehicle, Sniper Rifle, and Assault loss. All of the benefits brought up earlier in the conversation would still take effect with the added benefit of giving a higher value to light suits.
Why should snipers be penalised because some scouts are tanking and the cloak is OP? It would not remove the complaints, as many players will lose out on their style of play. Snipers need to be closer than ever to the killzone, they need stealthy suits to help them avoid being spotted.
Making the cloak a sidearm module would work though - you could then use sidearms or light weapons on a scout suit and continue to use the cloak. |
Raptor Princess
ALLOTEC INC
58
|
Posted - 2014.10.24 20:55:00 -
[8] - Quote
Blueprint For Murder wrote:Raptor Princess wrote:Blueprint For Murder wrote:Mahal Daj wrote:What if we make the cloak a light weapon module? That is some great out of the box thinking, but since sidearms require 2 to use in most cases lets alter it a bit. Lets say that the side arm only change only effects the scout suit it self leaving the light suit as is. This would remove any complaints about Anti vehicle, Sniper Rifle, and Assault loss. All of the benefits brought up earlier in the conversation would still take effect with the added benefit of giving a higher value to light suits. Why should snipers be penalised because some scouts are tanking and the cloak is OP? It would not remove the complaints, as many players will lose out on their style of play. Snipers need to be closer than ever to the killzone, they need stealthy suits to help them avoid being spotted. Making the cloak a sidearm module would work though - you could then use sidearms or light weapons on a scout suit and continue to use the cloak. Try to stay on topic guys. Snipers would not be penalized light suits have the same db and require 2 dampeners to be unscanable making the 15% from the suits worthless as all other scanners are beaten with one dampener. Continued(calculations): You would be able to be passive scanned by proto amarr with 2 amps at 2 dampners if you found this to be a problem a better alternative would an assault with 3 damps gaining higher potential with more slots, armor, and a valuable suit bonus.
The point that you're proposing that snipers can no longer use the best suit for the weapon is on topic.
Light suits also have lower PG and CPU than Scout. So snipers might not be able to fit everything they could on a Scout suit. And Gallente scouts have the reduction to scan profile which would be lost, along with scan radius bonus. |
Raptor Princess
ALLOTEC INC
58
|
Posted - 2014.10.25 14:56:00 -
[9] - Quote
Forlorn Destrier wrote:Raptor Princess wrote:I use a scout suit for my sniper rifle because it's got the lowest profile and fits my needs. I've skilled into scout suits purely for that reason, so personally I hate this idea (unless sniper rifles are re-classified to be sidearms!) I don't know that I like this idea, but here's an iteration on the OP - 1 light weapon or 2 sidearms. Thoughts? EDIT: not an either or situation exclusively. Just if you put a light weapon on the fitting, the sidearm slot is "greyed out" until the light weapon is removed. If you put a sidearm, you can put another sidearm on. Also, I think removing an equipment slot is good (I am a proto scout user by the way who uses 2 sidearms a lot of the time lately)
This removes the ability of a sniper to get involved in CQC - unless the rifle sway is reduced dramatically and crosshairs added so you can fire from the hip.
Any major change (like removing a weapon slot) would surely just cause major cries for a respec, which CCP have continually said they won't give out. |
Raptor Princess
ALLOTEC INC
82
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Posted - 2014.11.08 04:32:00 -
[10] - Quote
Lloyd Orfay wrote:Raptor Princess wrote:I use a scout suit for my sniper rifle because it's got the lowest profile and fits my needs. I've skilled into scout suits purely for that reason, so personally I hate this idea (unless sniper rifles are re-classified to be sidearms!) Translation = "My suit class is completely overpowered and i'd truly hate it if Devs and community made a move to stop the suit from turning the game upside down" Scouts need to act like scouts and not slayers. Slayers is an assault/heavy role and even then pure attack power is still a bad thing in a game.
I don't think my suit is OP at all. It's very squishy so it's easy to take me out.
I'm also not a slayer. I'm not running around with a cloak, SG and NKs. I'm sitting back from the action with my sniper rifle trying to stop the cloakers sneaking up on people.
The scout suit makes me less noticeable than my commando suit, so I can sit in one spot much longer (so if I have a good view of the kill zone, I can pass information to my squad)
The 2 slots also means I can carry nanohives and an uplink (which can be useful if the team has been pushed back).
The suit itself isn't OP, the way it can be altered with armour or shields to make it have crazy amounts of HP is and the cloak is. |
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