Pages: 1 2 3 [4] 5 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Blueprint For Murder
Immortal Guides
177
|
Posted - 2014.10.26 08:37:00 -
[91] - Quote
What would you be forced to do?...(thumbless man?) and it does mean everyone can maybe not in the same capacity without practice, but it is a video game...
The miracle food of high-energy plankton gathered from the oceans of the world.Wizard Talk
|
Happy Violentime
OMFGZOMBIESRUN
854
|
Posted - 2014.10.26 14:02:00 -
[92] - Quote
Make the shotgun a sidearm, quadruple its CPU/pg, give scouts 100% fitting bonus for shotguns |
TheD1CK
Dead Man's Game RUST415
1383
|
Posted - 2014.10.26 14:43:00 -
[93] - 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...
|
John Demonsbane
Unorganized Ninja Infantry Tactics
4270
|
Posted - 2014.10.26 16:17:00 -
[94] - Quote
TheD1CK wrote: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 forced to
FTFY
(The godfather of tactical logistics)
|
Blueprint For Murder
Immortal Guides
177
|
Posted - 2014.10.26 17:21:00 -
[95] - Quote
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.
The miracle food of high-energy plankton gathered from the oceans of the world.Wizard Talk
|
Happy Violentime
OMFGZOMBIESRUN
855
|
Posted - 2014.10.26 18:35:00 -
[96] - 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.
Ok I'll stay on topic. Your proposal is ******* dumb.
|
Maken Tosch
DUST University Ivy League
9881
|
Posted - 2014.10.26 20:22:00 -
[97] - 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.
|
Blueprint For Murder
Immortal Guides
217
|
Posted - 2014.11.08 02:24:00 -
[98] - Quote
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.
Check out the film Flame and Citron it is amazing! Wizard Talk
|
Lloyd Orfay
SHAKING BABIES FACTION WARFARE ALLIANCE
181
|
Posted - 2014.11.08 03:30:00 -
[99] - Quote
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. |
Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2779
|
Posted - 2014.11.08 03:51:00 -
[100] - Quote
Didn't Rattati already say no...?
"Minja" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
I piss Remote Explosives and shit Shotgun shells.
|
|
Raptor Princess
ALLOTEC INC
82
|
Posted - 2014.11.08 04:32:00 -
[101] - 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. |
Maken Tosch
DUST University Ivy League
10173
|
Posted - 2014.11.08 04:46:00 -
[102] - 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.
|
Blueprint For Murder
Immortal Guides
219
|
Posted - 2014.11.08 04:52:00 -
[103] - Quote
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 and are seldom used for frontal assault. I still need to read the rest of the comment and will reply back along with adressing the other comments
Check out the film Flame and Citron it is amazing! Wizard Talk
|
Maken Tosch
DUST University Ivy League
10173
|
Posted - 2014.11.08 04:58:00 -
[104] - 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.
|
hold that
Krusual Covert Operators Minmatar Republic
351
|
Posted - 2014.11.08 05:05:00 -
[105] - Quote
Scout 2 sidearms Or Scout 1 light |
Blueprint For Murder
Immortal Guides
221
|
Posted - 2014.11.08 05:07:00 -
[106] - Quote
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.
Check out the film Flame and Citron it is amazing! Wizard Talk
|
Maken Tosch
DUST University Ivy League
10173
|
Posted - 2014.11.08 05:29:00 -
[107] - 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.
|
Blueprint For Murder
Immortal Guides
221
|
Posted - 2014.11.08 05:35:00 -
[108] - Quote
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.
Check out the film Flame and Citron it is amazing! Wizard Talk
|
Maken Tosch
DUST University Ivy League
10174
|
Posted - 2014.11.08 07:03:00 -
[109] - 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.
|
Blueprint For Murder
Immortal Guides
223
|
Posted - 2014.11.08 07:32:00 -
[110] - Quote
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.
Check out the film Flame and Citron it is amazing! Wizard Talk
|
|
Maken Tosch
DUST University Ivy League
10175
|
Posted - 2014.11.08 08:44:00 -
[111] - 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.
|
Blueprint For Murder
Immortal Guides
227
|
Posted - 2014.11.08 15:35:00 -
[112] - Quote
You seem a little upset. I do not hate sg scouts I think it is just unbalanced along with everyone else, and stooping so low as to propose a effective change... god forbid. I mean the dev are even talking about creating the mod/class penalty system which will way more restrictive then sidearms if it can even be made effective; in our discussion he have addressed all posted issues and they all come back to ttk which mod/penalty will not effect... just to balance scouts lol. They can keep balancing around scouts but it is a waste of our time as customers because we could have a better game now, and a huge waste of CCPs money. I did enjoy our discussion thank you for your time m8 you have a good day as well.
Check out the film Flame and Citron it is amazing! Wizard Talk
|
Jack McReady
DUST University Ivy League
1601
|
Posted - 2014.11.08 16:18:00 -
[113] - Quote
binary ewar mechanic has to go dampening and suit profile base values stronger than precision mods/ suits stats has to go assault need some kind of buff to make them stand out as assault
|
DEZKA DIABLO
THE FOOTCLAN
773
|
Posted - 2014.11.08 16:19:00 -
[114] - Quote
All you noobs forget SCOUT A AND B VARIANT?
SCOUT A L S ONE EQUIPMENT
SCOUT B L 2 EQUIPMENT
NUFF SAID, SO QUIT MAKING STUPID THREADS AND JUST BRING THIS BACK.
end of thread, your welcome. 07.
DONT EVER COMPLAIN, USE CAPS LOCK OR POINT OUT WHAT BROKEN WITH OUR GAME OR WE WILL DEFINITELY BAN YOUR ASS FOR 6 MONTHS
|
Blueprint For Murder
Immortal Guides
227
|
Posted - 2014.11.08 17:06:00 -
[115] - Quote
Dezka you should read the thread bro it is pretty good and do try to stay on topic I am sure what you have posted will get the discussion it deserves in the thread you created for it.
Check out the film Flame and Citron it is amazing! Wizard Talk
|
Ace Boone
365
|
Posted - 2014.11.08 17:11:00 -
[116] - Quote
You scout QQers are going to get the scout completely castrated lol.
I hope Rattati doesn't give in, if he does, oh well, I'll just buy another respec
Only loyal to the republic.
|
el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
435
|
Posted - 2014.11.08 19:47:00 -
[117] - Quote
Ace Boone wrote:You scout QQers are going to get the scout completely castrated lol. I hope Rattati doesn't give in, if he does, oh well, I'll just buy another respec
Should it happen , the "scout community" will have no-one to blame but themselves. The Barbershop is not too big to fail.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
|
DarthPlagueis TheWise
309
|
Posted - 2014.11.08 22:08:00 -
[118] - Quote
Or just take their sidearm away.
Bolas deploys tank in strategic location
|
Blueprint For Murder
Immortal Guides
233
|
Posted - 2014.11.08 23:12:00 -
[119] - Quote
There is a specific reason for replacing the light weapon slot with a side arm slot if you read the thread it will be clear. Each and every complaint has been acknowledged and addressed if you find something we have missed please add it and I will do my best to address it also.
The masses will reject any theory, however reasonable it may be, if it lays a restriction upon the appetite. - Ellen G. White
I much prefer the sharpest criticism of a single intelligent man to the thoughtless approval of the masses. - Johannes Kepler
Check out the film Flame and Citron it is amazing! Wizard Talk
|
TheD1CK
Dead Man's Game RUST415
1483
|
Posted - 2014.11.10 11:33:00 -
[120] - 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 |
|
|
|
|
Pages: 1 2 3 [4] 5 :: one page |
First page | Previous page | Next page | Last page |