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The Master Race
Immortal Guides
159
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Posted - 2014.10.22 18:34:00 -
[31] - Quote
Stay on topic please the only proposed change is making scouts side arm only. Shotguns are right now a scout thing because people don't play commandos because scouts are so op its a vicious cycle lol.
As for your AV points (it would be a small loss for the future of the game lol) it would be almost as viable on a assault or even more on a mini commando, and the benefits to the game would be huge.
The miracle food of high-energy plankton gathered from the oceans of the world.Im a wizard
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Leadfoot10
Molon Labe. General Tso's Alliance
1808
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Posted - 2014.10.22 18:40:00 -
[32] - Quote
Maken Tosch wrote: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.
Scouts have defense. Speed and EWAR and Cloak. Some can even do all that better than any other suit in the game and still tank significant HP (gal, in particular)
What changes are needed to bring the scout into balance, if I may be so bold, is to limit their ability to bring all of these to bear at the same time.
Now, we can debate which one of these (or the sidarm proposal here) is the one that should be looked at.
But a lack of defense isn't it, IMO, because a sidearm-wielding scout still has plenty of it.
Respectfully...Leadfoot
p.s. I agree with you on the buffing sidarms. Not necessary, and you bring up one very good reason why. |
Raptor Princess
ALLOTEC INC
55
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Posted - 2014.10.22 18:51:00 -
[33] - 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. |
Fox Gaden
Immortal Guides
4674
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Posted - 2014.10.22 19:03:00 -
[34] - Quote
Blueprint For Murder wrote:When ever I bring this up It just gets instantly buried and with so many scout threads already I wanted to fit in. I understand the tryhards need to be op to get kills, but what I don't understand is why the classic scouts don't speak up about the scouts ability without cloak or with side arms only I mean I can't be the only one that thinks this is just as viable and would not require any change to the cloak. Issues of assault cloak would be taken away without reducing our CQC killing power, and with the cloak we can just avoid long range combat (unless using bolt or mag sec). This change would effect so many aspects of the game positively: Commandos and assaults become more viable The SG gains a role that isn't a cheap trick holding doorways and with commando assaulting. Scanners become more viable because lone scouts will be less likely to massacre a team The cloak would remain flowing, but be balanced because of the dps/range/clip deficiencies of side arms I play a no cloak side arm only scout so the upcoming changes don't effect me because I nerfed myself lol. When I have used cloak the sneakier nature of it is pretty fun and it flows really well once you have an adv or higher cloak even when using sidearms only. I would hate to see that play style ruined it is kind of like the story of Judgment of Solomon http://www.youtube.com/watch?v=y_az3eNb0fI The tryhards vs the real scouts. Please stay on topic I don't care about your ideas I have read them in the other 12 recent threads about scouts not that your ideas are not valid, but because I just don't think this gets any real consideration because the tryhards are quick to bury or derail any attempt to have a real discussion about side arms only scouts. When the Scout class is working as intended, then Rifles are not a good choice.
- The delay between decloaking and firing which is being introduced in 1.9 is one step toward having Scouts work as intended.
- Armour Plate stacking should be addressed. I favour increasing movement penalties so that a Scout with the HP of an Assault, moves like an Assault. (This would apply to Plate, not Reactive Plate or Ferrosteel.)
With these two changes the use of a Rifle on a Scout would be very situational and sub-optimal.
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.
Besides, a Scout with a Bolt Pistol is more dangerous than a Scout with a rifle anyway.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fizzer XCIV
Company of Marcher Lords Amarr Empire
627
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Posted - 2014.10.22 19:18:00 -
[35] - Quote
Raptor Princess wrote: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. Man, I really wish I had moderator powers... I would abuse the **** out of them ruining people like you.
Swag-suit4lyfe!
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TheD1CK
Dead Man's Game RUST415
1374
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Posted - 2014.10.22 19:20:00 -
[36] - 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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Fizzer XCIV
Company of Marcher Lords Amarr Empire
627
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Posted - 2014.10.22 19:32:00 -
[37] - 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.
Little Known Fact: Nova Knives can fit in the Light Weapon Slot.
Swag-suit4lyfe!
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The Master Race
Immortal Guides
159
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Posted - 2014.10.22 21:47:00 -
[38] - Quote
Fox Gaden wrote: When the Scout class is working as intended, then Rifles are not a good choice.- The delay between decloaking and firing which is being introduced in 1.9 is one step toward having Scouts work as intended. Right, rifles won't be as good of a choice because the cloak delay will turn cheap one shot kills from exploitation of broken mechanics into the primary play style because it reduces the viability of others.
Fox Gaden wrote:- Armour Plate stacking should be addressed. I favour increasing movement penalties so that a Scout with the HP of an Assault, moves like an Assault. (This would apply to Plate, not Reactive Plate or Ferrosteel.) No other issues will need to be addressed if there offence is balanced.
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.
The miracle food of high-energy plankton gathered from the oceans of the world.Im a wizard
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Blueprint For Murder
Immortal Guides
159
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Posted - 2014.10.22 21:47:00 -
[39] - Quote
Fox Gaden wrote: When the Scout class is working as intended, then Rifles are not a good choice.- The delay between decloaking and firing which is being introduced in 1.9 is one step toward having Scouts work as intended. Right, rifles won't be as good of a choice because the cloak delay will turn cheap one shot kills from exploitation of broken mechanics into the primary play style because it reduces the viability of others.
Fox Gaden wrote:- Armour Plate stacking should be addressed. I favour increasing movement penalties so that a Scout with the HP of an Assault, moves like an Assault. (This would apply to Plate, not Reactive Plate or Ferrosteel.) No other issues will need to be addressed if there offence is balanced.
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.
The miracle food of high-energy plankton gathered from the oceans of the world.Im a wizard
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Raptor Princess
ALLOTEC INC
55
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Posted - 2014.10.22 21:55:00 -
[40] - 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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PLAYSTTION
GamersForChrist
236
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Posted - 2014.10.22 22:00:00 -
[41] - Quote
Blueprint For Murder wrote:When ever I bring this up It just gets instantly buried and with so many scout threads already I wanted to fit in. I understand the tryhards need to be op to get kills, but what I don't understand is why the classic scouts don't speak up about the scouts ability without cloak or with side arms only I mean I can't be the only one that thinks this is just as viable and would not require any change to the cloak. Issues of assault cloak would be taken away without reducing our CQC killing power, and with the cloak we can just avoid long range combat (unless using bolt or mag sec). This change would effect so many aspects of the game positively: Commandos and assaults become more viable The SG gains a role that isn't a cheap trick holding doorways and with commando assaulting. Scanners become more viable because lone scouts will be less likely to massacre a team The cloak would remain flowing, but be balanced because of the dps/range/clip deficiencies of side arms I play a no cloak side arm only scout so the upcoming changes don't effect me because I nerfed myself lol. When I have used cloak the sneakier nature of it is pretty fun and it flows really well once you have an adv or higher cloak even when using sidearms only. I would hate to see that play style ruined it is kind of like the story of Judgment of Solomon http://www.youtube.com/watch?v=y_az3eNb0fI The tryhards vs the real scouts. Please stay on topic I don't care about your ideas I have read them in the other 12 recent threads about scouts not that your ideas are not valid, but because I just don't think this gets any real consideration because the tryhards are quick to bury or derail any attempt to have a real discussion about side arms only scouts. This is the only type of scout i use.
44/4 in a BPO Scout (1.8) 40/5 in a Proto Assault (1.7)
- Open Beta Vet - 30.5mil sp -
R.I.P Dust 514
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Joel II X
Molon Labe. General Tso's Alliance
3981
|
Posted - 2014.10.22 22:06:00 -
[42] - Quote
No. Too lazy to make a huge post why. |
PLAYSTTION
GamersForChrist
236
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Posted - 2014.10.22 22:09:00 -
[43] - Quote
Blueprint For Murder wrote:When ever I bring this up It just gets instantly buried and with so many scout threads already I wanted to fit in. I understand the tryhards need to be op to get kills, but what I don't understand is why the classic scouts don't speak up about the scouts ability without cloak or with side arms only I mean I can't be the only one that thinks this is just as viable and would not require any change to the cloak. Issues of assault cloak would be taken away without reducing our CQC killing power, and with the cloak we can just avoid long range combat (unless using bolt or mag sec). This change would effect so many aspects of the game positively: Commandos and assaults become more viable The SG gains a role that isn't a cheap trick holding doorways and with commando assaulting. Scanners become more viable because lone scouts will be less likely to massacre a team The cloak would remain flowing, but be balanced because of the dps/range/clip deficiencies of side arms I play a no cloak side arm only scout so the upcoming changes don't effect me because I nerfed myself lol. When I have used cloak the sneakier nature of it is pretty fun and it flows really well once you have an adv or higher cloak even when using sidearms only. I would hate to see that play style ruined it is kind of like the story of Judgment of Solomon http://www.youtube.com/watch?v=y_az3eNb0fI The tryhards vs the real scouts. Please stay on topic I don't care about your ideas I have read them in the other 12 recent threads about scouts not that your ideas are not valid, but because I just don't think this gets any real consideration because the tryhards are quick to bury or derail any attempt to have a real discussion about side arms only scouts. This is the only type of scout i use.
44/4 in a BPO Scout (1.8) 40/5 in a Proto Assault (1.7)
- Open Beta Vet - 30.5mil sp -
R.I.P Dust 514
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CeeJ Mantis
Mantodea MC
56
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Posted - 2014.10.22 22:47:00 -
[44] - Quote
Personally I disagree with this. As a long-time scout, the light weapon is really what makes this suit worthwhile. I think that your proposed solution to balancing scouts will make them less OP, but also mean that there is essentially no reason to use many scout fits. If I loose my PLC scout, my sniper scout, my scrambler scout, then I literally have no reason to use my 3 favorite fittings.
This is what Ratatti called a "Draconian solution". I does what you want it to do but not by making adjustments based on data. I dislike such solutions because it doesn't tackle problems, it makes new ones. Scouts are good because EWAR, and because small hitbox and speed create problems within the game engine.
Maybe start with a 5db profile increase so they are easier to scan, and try fiddling with the engine to fix speed strafing. Make it so you have inertia to make that less useful as a tactic. Adjust active scanners so everyone who hates scouts can use them instead of just Gal logis. Make a tactical SMG that is silent, and make other weapons (but nova knives) increase your profile when fired, or just increase your profile in general. Adjust cloaking mechanics. Those sound like better ways to fix things.
Longest plasma cannon kill: 236.45m
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Blueprint For Murder
Immortal Guides
160
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Posted - 2014.10.22 23:49:00 -
[45] - Quote
With exception of maybe the sniper would you agree those are meant to be assault roles? Draconian - relating to, or characteristic of Draco or the severe code of laws held to have been framed by him. I don't understand how balancing an obviously over powered class is severe lol.
The other changes you brought up are balancing around around the assault role. Attempting to balance the game around a scout assault role instead of taking it away is what has caused the current issues and is going to create more; it is eliminating the assault and commando classes because as you stated "the light weapon is really what makes the suit worthwhile" over assault and commando suits.
The miracle food of high-energy plankton gathered from the oceans of the world.Im a wizard
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The Master Race
Immortal Guides
163
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Posted - 2014.10.22 23:49:00 -
[46] - Quote
With exception of maybe the sniper would you agree those are meant to be assault roles? Draconian - relating to, or characteristic of Draco or the severe code of laws held to have been framed by him. I don't understand how balancing an obviously over powered class is severe lol.
The other changes you brought up are balancing around around the assault role. Attempting to balance the game around a scout assault role instead of taking it away is what has caused the current issues and is going to create more; it is eliminating the assault and commando classes because as you stated "the light weapon is really what makes the suit worthwhile" over assault and commando suits.
The miracle food of high-energy plankton gathered from the oceans of the world.Wizard Talk
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G Felix
Second-Nature
50
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Posted - 2014.10.23 00:16:00 -
[47] - Quote
Blueprint For Murder wrote:With exception of maybe the sniper would you agree those are meant to be assault roles? Draconian - relating to, or characteristic of Draco or the severe code of laws held to have been framed by him. I don't understand how balancing an obviously over powered class is severe lol.
The other changes you brought up are balancing around around the assault role. Attempting to balance the game around a scout assault role instead of taking it away is what has caused the current issues and is going to create more; it is eliminating the assault and commando classes because as you stated "the light weapon is really what makes the suit worthwhile" over assault and commando suits.
Exactly. The problem is that anything assaults can do, a scout can do just as well, and usually better. There is no real trade off, and that's killing the niche where assaults should be. I still think eliminating the light weapon slot is not the best way to fix scouts, more penalties for stacking plates seems like the path of least resistance. That, and maybe a passive scan buff for assaults to help even things back out.
Dust can be frustrating. (Gò»°Gûí°)Gò»n+¦ Gö+GöüGö+)
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Maken Tosch
DUST University Ivy League
9852
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Posted - 2014.10.23 00:47:00 -
[48] - 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.
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Zindorak
G0DS AM0NG MEN General Tso's Alliance
1132
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Posted - 2014.10.23 00:54:00 -
[49] - Quote
I don't see a point for this idea as you can already use 2 sidearms on a scout. If you mean remove the light slot and put sidearm i wouldn't wan't that as my scout is fine
Pokemon master and Tekken Lord
Gk0 Scout yay :)
Pls fix SCR CCP
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CeeJ Mantis
Mantodea MC
57
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Posted - 2014.10.23 03:04:00 -
[50] - Quote
Blueprint For Murder wrote:With exception of maybe the sniper would you agree those are meant to be assault roles? Draconian - relating to, or characteristic of Draco or the severe code of laws held to have been framed by him. I don't understand how balancing an obviously over powered class is severe lol.
The other changes you brought up are balancing around around the assault role. Attempting to balance the game around a scout assault role instead of taking it away is what has caused the current issues and is going to create more; it is eliminating the assault and commando classes because as you stated "the light weapon is really what makes the suit worthwhile" over assault and commando suits.
Then what is a scout's job? Stand there ewar at things? Scouts have their place, but their ewar is too good, and movement mechanics make it too easy to dodge fire by strafing back and forth. The inability for a non/scout to scan a scout is the main problem. A scout should be able to have an AV solution, or snipe, or engage in CQC with a shotgun (shotguns themselves need to be looked at though). Scouts need incentive to not tank, not be forced to fit only weapons that aren't designed to be main combat weapons. I'm not balancing around the assault role, I'm balancing a suit based on it's stats. A scout can't be scanned by a non-scout without being a logi with high ewar, or using 1 specific scanner. And that's if they don't run even 1 damp. Make them easier to scan and people will run scanners, which makes them run damps. This means less tanky/speedy scouts. Not saying scouts aren't OP, just that this is, in my opinion, a bad way to do it.
Longest plasma cannon kill: 236.45m
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Ivy Zalinto
Second-Nature
376
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Posted - 2014.10.23 03:35:00 -
[51] - 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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Blueprint For Murder
Immortal Guides
160
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Posted - 2014.10.23 09:53:00 -
[52] - Quote
Stay on topic please the only proposed change is making scouts side arm only.
Then what is a scout's job? Stand there ewar at things? yes, and as ivy says "The main thing I wonder about is why people think the scout cannot be an infiltrator unit. Someone meant to flank and take out high value targets." this is a scout and in no way requires light weapons to achieve. What you an many other are playing is a gamebreaking assault class which CCP is trying to balance around instead of removing because of bad input from players along with a little partisanship on part of the devs do to I assume personal investment into this gamebreaking archetype.
The miracle food of high-energy plankton gathered from the oceans of the world.Wizard Talk
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The Master Race
Immortal Guides
163
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Posted - 2014.10.23 09:53:00 -
[53] - Quote
Stay on topic please the only proposed change is making scouts side arm only.
Then what is a scout's job? Stand there ewar at things? yes, and as ivy says "The main thing I wonder about is why people think the scout cannot be an infiltrator unit. Someone meant to flank and take out high value targets." this is a scout and in no way requires light weapons to achieve. What you an many others are playing is a gamebreaking assault class which CCP is trying to balance around instead of removing because of bad input from players along with a little partisanship on part of the devs do to I assume personal investment into the balanced archetype made game breaking with cloak.
I favor sidearms only as opposed to breaking cloak in order to nerf an assault role created by cloak. The cloak is a great tool for those that play as a scout and the flow and even the de-cloak time is very important to those that play with sidearms. The cloak change will nerf assault scout it will also cement the assault scout role.
The miracle food of high-energy plankton gathered from the oceans of the world.Wizard Talk
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xavier zor
G.L.O.R.Y Dark Taboo
101
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Posted - 2014.10.23 11:17:00 -
[54] - Quote
I run an Assault SMG soon to be a boundless combat rifle on my scout with ishokune nova knives. Drop anything with that combo...unless i make a stupid mistake. I was in CQC with a scrub shotgun scout and i knifed him LOL no need for a light weapon on a scout when most of my kills are nova knife kills
scout ck.0 here!
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Operative 1125 Lokaas
True Companion Planetary Requisitions
520
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Posted - 2014.10.23 12:13:00 -
[55] - Quote
CharacterNameWasTaken wrote:i use scout 24/7 and i even suggested this but all of these rryhard light weapon scrubs got mad and instantly denied it. So now when i see a scout with light weapons they aee instantly labeld a scrub in my book. Real scouts dont need light weapons to get kills real scouts run dual sidearms.
Lol, a scout with a light weapon is a scrub? Any light weapon other than a shot gun is crap for alpha damage. A sidearm is great, like the shot gun fro alpha damage.
Sorry, but running a light weapon on a scout rather than an assault is a challenge and very unscrubby. Also, bricking the scout to be a light assault, esp. without a cloak, is also a very respectable fit.
THIS IS THE VOICE OF RÁN
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Bright Steel
Horizons' Edge Proficiency V.
160
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Posted - 2014.10.23 13:01:00 -
[56] - Quote
If we remove the light weapon all together to many would cry for respec, understandably, though I do agree with the removal.
However we could also penalize the use of light weapons allowing those ones that have speced into them to still use them but not with the same OP fits. (I'm sorry but a 700 HP scout is OP)
This, penalizing use of light weapons, wouldn't be a complete cure all but would put us on the right track.
*edite spelling
The Best Worst game you can't stop playing..... DUST
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Fox Gaden
Immortal Guides
4699
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Posted - 2014.10.23 16:59:00 -
[57] - Quote
Blueprint For Murder wrote:Fox Gaden wrote: When the Scout class is working as intended, then Rifles are not a good choice.- The delay between decloaking and firing which is being introduced in 1.9 is one step toward having Scouts work as intended. Right, rifles won't be as good of a choice because the cloak delay will turn cheap one shot kills from exploitation of broken mechanics into the primary play style because it reduces the viability of others. Fox Gaden wrote:- Armour Plate stacking should be addressed. I favour increasing movement penalties so that a Scout with the HP of an Assault, moves like an Assault. (This would apply to Plate, not Reactive Plate or Ferrosteel.) No other issues will need to be addressed if there offence is balanced. 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. There are many issues effecting Scouts right now which are causing them to be more powerful than they should be. Their ability to use Rifles is not one of them.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Ivy Zalinto
Second-Nature
377
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Posted - 2014.10.23 17:18:00 -
[58] - Quote
Blueprint For Murder wrote: The cloak is a great tool for those that play as a scout and the flow and even the de-cloak time is very important to those that play with sidearms. The cloak change will nerf assault scout it will also cement the assault scout role.
I actually personally do not care if they nerf the cloak. I played without it and learned how to manuver to keep people confused and in several cases of mail, irritated. Only thing this does is make me want to run it less and Im sure however they change it I will be able to make it work.
The key to success with my particular build is to use the suits enhanced radar to follow targets and strike when they are facing the wrong way. Solo play during ar514 taught us how to keep out of sight quite well. Also the phrase ******* duvolle came up alot...
Dedicated Stealth Scout.
Pay attention to your surroundings or your getting 2 in the back of the head.
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Jack 3enimble
Vengeance Unbound Dark Taboo
451
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Posted - 2014.10.23 17:36:00 -
[59] - Quote
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...
LOL the ISK cost of my proto logi is almost 3x the cost of my proto scout |
Blueprint For Murder
Immortal Guides
165
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Posted - 2014.10.24 02:54:00 -
[60] - Quote
Fox Gaden wrote:There are many issues effecting Scouts right now which are causing them to be more powerful than they should be. Their ability to use Rifles is not one of them.
Scout - to observe in order to obtain information or evaluate, to explore in order to obtain information, or to find by making a search.
The miracle food of high-energy plankton gathered from the oceans of the world.Wizard Talk
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