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TheD1CK
Dead Man's Game RUST415
1374
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Posted - 2014.10.22 19:20:00 -
[1] - Quote
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.
So it's ok to remove the role of Shotgun/Rifle/Plasma Cannon/Sniper/Swarms/Mass Driver Scouts??? Removing light slots changes nothing, a many scouts have proven they can beat you bare handed if they choose to I disagree with this ever being done, unless via a 1 EQ slot suit variation for CQC Scouts
Innapropriate Irrelevence...
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TheD1CK
Dead Man's Game RUST415
1383
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Posted - 2014.10.26 14:43:00 -
[2] - Quote
Min Scout:
ASMG / NK ACR / NK
Both similar fits, with exception that one excels in CQC the other is better for range, surprisingly in CQC the ASMG will tear through hp while the ACR can't match it 1v1 I have no complaints with sidearm or light weapon Scouts, I choose my style others choose theirs
I do have a complaint with you advocating Scouts to be sidearm only combat suits - The Cloak and Scout were intended to be used together - don't like it? try an assault with KinCats - Light weapons are need for multiple roles - Sniping/AV/Suppression/Slaying
You enjoying your CQ run n' gun Scout is no reason why everyone else should be encouraged to
Innapropriate Irrelevence...
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TheD1CK
Dead Man's Game RUST415
1483
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Posted - 2014.11.10 11:33:00 -
[3] - Quote
This still going on ? Scouts don't all want sidearm only it's that simple The only suit that should be restricted to sidearm only is a 'Pilot' suit
Sidearms completely change your playstyle and work best in close quarters, Sidearm scouts are good But way too much limitation on what you can do, where you can go and who you can engage... It is a choice that should be kept as it is... a choice.. not a requirement for Scouts
- Rifles - #1 option dealing with varied infantry frames - Mass Driver - The cruelest Scouts are the ones hunting their own kind - Shotgun - BLAP !!! if you are taking a light frame to a heavy fight you'll want one - Snipers - not good HP wise, but ideal for 'stealth' and picking up targets - Plasma/Swarms - HAV/ADS wreck scouts... So Scouts adapt to AV situations
I run dedicated Knife scouts, usually a Rifle or a Plasma Cannon though in CQ fights SMG or Flaylock and Knives can be very effective and enjoyable fits to run... but where as the 5 options above vary what you can do a sidearm scout is limited to
- CQC Flank/Gank (the Shotgun role with less alpha DMG) - Camping.... sitting in one area, watching tacnet.. picking mercs off...
I enjoy your posts, but I think as a Sidearm Scout you are ignoring other playstyles.. with the EWAR nerf (cloak = no passives) Scouts are in a better place... The only thing lacking balance is EWAR modules, and bonuses, leaving the Gal/Cal at an advantage |
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