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DeadlyAztec11
Ostrakon Agency
5584
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Posted - 2014.10.27 19:53:00 -
[1] - Quote
People are mad that scouts are so stealthy. That's like being mad that heavies have more health than other dropsuits.
Even if scouts were undetectable you shouldn't be mad. Your map is simply a benefit, but not a necessity. If you're mad at being unable to see scouts then you are far too reliant on tacnet. Spacial awareness is key when fighting. You should be able to predict possible contact points in front and behind you. Not being able to guarantees that you are an easy target not only for scouts but also anyone that is able to flank you.
- When taking objectives NEVER assume the area is clear
- Check all corners
- Flank
- Predict enemy movements
- If you're behind the lines keep your guard up because a scout, sniper, HAV, Dropship or Heavy in an LAV can attack you faster than you can react
Letting your guard down and assuming you always have a full sitrep will be your downfall, whether it comes at the knives of a scout is irrelevant.
Scouts have too much HP!
-Maybe you don't have enough? Here are some points that should be clear, but a refresher course is never a bad thing.
- Amarr Assault- Armor Tank and Damage tank- These guys come pre-equipped with high stamina to keep mobile in light of armor speed penalties. Their damage mods help them cut through even the toughest of opponents with a healthy combination of precision and brute force.
- Minmatar Assault- Armor/Speed/Shield tank- Using Ferroscale and shield mods the Minmatar Assault is able to keep on their toes constantly and has the highest mobility outside of the light dropsuits. The ability to use hit and run tactics and ambush while simultaneously being viable on one v one fights with heavies is undeniable. Their stutter step in CQC is unheard of in close quarters combat. Probably the most versatile of Assaults this dropsuit requires strategy and planning, but a little bit of randomness will go far.
- Caldari Assault- Shield tank and recharge tank- The ultimate shield tanker, the Caldari Assault packs high shields while maintaining a delicate balance with shield charging mods. Quick engagements from cover in an attempt to wear down your opponent is everything. You might lose your shields in every engagement but you'll get them back fast for every single engagement. Although you have mobility it's nothing special. As such you'll want use cover in all instances it's available, and if it's not make it available.
- Gallante Assault- Rep tank and light armor tank- The least understood of the Assault dropsuits, the Gallante Assault is suppose to be a light suit that moves up at a gradual pace repairing armor even in the middle of fights. The worst thing people do with this suit is just bulk up on armor. This is a good strategy for surviving one engagement. If you want to survive longer than that you'll want to balance out your low mods between either one rep and multiple reactive/ferroscale plates, or alternatively use one or two regular plates with multiple reps. Damage mods to increase your damage or shield mods to keep you light but hard will be your friend.
Why did I list this? To show people how they can use suits that many people feel are underpowered. They're not bad at all except that people are simply playing them in an inefficient manner. There are many players that play Assault suits to their strengths and absolutely wreck. If these suits were improved to the level low skilled players want then players that are already using them in wise ways would completely dominate and people would complain. Unfortunately, this lack of knowledge on how to run medium suits, lack of battlefield awareness and better scouts has led to people blaming all their unrelated ills directly to scouts whose purpose leads them to be extremely effective in taking out people who are not aware of their surroundings and who are not comfortable with the suit they're running.
Don't blame scouts: watch the ground under your feet and be in touch with your audio and peripherals.
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DeadlyAztec11
Ostrakon Agency
5589
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Posted - 2014.10.27 21:51:00 -
[2] - Quote
Lloyd Orfay wrote:You've wasted a lot of time for this post.
A real scout is a stealth unit with minimalistic combat capability that collects information about an enemy that their opposition could use.
Scouts here, are nowhere near that. This game is based off a team-orientated functioning, where everyone has to rely on others at some point, while scouts follow sandbox gameplay.
Sandbox gameplay in a multiplayer FPS is a nearly chaotic thing to exist, as many players often will not be able to exploit certain things like others would. That provides reason to make sure things can't be exploited in the first place. Someone can't fight another player when metaphorically they're walking on breaking ice while the other player is not.
Scouts have the best regeneration in this game, the best precision, the best dampening, the most versatility involving cloak, and absolutely no use to people or roles. My signatures aren't exaggerations. Scout players need to start helping or not be able to play at all.
It does matter either how much HP someone has, as scout players use weapons that generally kill players in heavy suits in simply 1-2 hits, and regardless with whatever you typed they are still nearly invisible and still have the element of surprise.
Suggesting more HP for a target with more HP than you in a game where the suits with the most HP have lesser capabilities right off the bat doesn't sound like a good idea.
The only use assault suits have is skill bonus exploitation and stacking so many health modules, which everyone is doing for that matter. No special regeneration, no true support capabilities, no superior precision/ dampening. Caldari and Gallente assault skill bonuses are also impractical. The above statements say enough for me not to repeat myself again. The last thing. Players only use scouts to exploit the superior stats that are based on efficiency(What I listed above) If no one can see that, then players here have some extreme form of delusional logical fallacy. Very litte skill, or tactical planning is ever used, especially when referring to advanced and prototype suits.
Not repeating myself for the day.
If you're unwilling to learn and adapt to the battlefield then you're forever doomed to be at the mercy of all who flank.
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DeadlyAztec11
Ostrakon Agency
5604
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Posted - 2014.10.27 23:52:00 -
[3] - Quote
Duke Noobiam wrote:Scouts need a larger hitbox, this would fix the super staffing issue and would make their lower ehp actually matter.
This along with finally fixing the firing delay after decloaking is all that is needed IMO. They already have the same size hitbox.
Dingus.
J.K ;)
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DeadlyAztec11
Ostrakon Agency
5612
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Posted - 2014.10.28 01:53:00 -
[4] - Quote
Protocake JR wrote:@OP
All you did, was post a bunch of intentions. Just because a suit is intended to play a certain way, doesn't mean that it is the most viable way to play... Just because a suit is intended to play a certain way, doesn't mean that it actually HAS to play that way. Scouts can easily break away from "light suit health" and achieve "medium suit health". Yet if an assault suit wanted to pick up a scout on his radar from a distance that's, hopefully, further than he can pee (seriously, 10 meters, 10 ******* meters), he has to sacrifice a **** ton of health to maybe pick up an undamped scout. He has no movement advantage, unless he wants to use kincats, which means less armor/reps for JUST sprint speed, not strafe speed. Slower strafe speed and larger hitbox means an assault cannot get away with low health.
The important thing to take away from this is scouts can overcome their only weakness, easily; Other suits, cannot.
First off, a suit nor a strategy can make a player good by themselves. Strategy and equipment must be used fluidly to achieve the best results on the battlefield
Also, I was not trying to dictate how players must play their suits, rather how they were meant to be played. Many people believe that the Gallante Assault is meant for stacking as many armor plates on as possible. This is not the case and people tend to rage that this is not possible on this suit even though it wasn't meant to do that. The Gallente Assault was meant to have a bit more armor but a high repair rate, to keep semi light and mobile. By ignoring the original purpose of the suit in luide of a worse option you are limiting yourself. Likewise, armor=shields. Shields are meant to provide a short amount of protection in exchange for a higher movement speed and recharge speed: while armor is meant to provide a lot of protection in exchange for long repair times and a slower movement speed. These are too opposing play styles and need to be addressed as such.
It's easy for scouts to find their play styles, but for some reason Assault players tend to have a harder time and I suspect it's because they fail to use shield recharges/energizers and Reactive/Ferroscale plates. Many people consider these useless, but these are the same people that say Assaults are terrible and Scouts are OP. Their approach in solving their ills are too short and nearsighted and not nearly deep enough to find an adequate solution to their lack of performance. This is where the trouble lies.
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DeadlyAztec11
Ostrakon Agency
5618
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Posted - 2014.10.28 02:33:00 -
[5] - Quote
Added relevant video to end of OP
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DeadlyAztec11
Ostrakon Agency
5627
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Posted - 2014.10.28 09:44:00 -
[6] - Quote
Vesta Opalus wrote: Its not about letting your guard down. Scouts have a big speed advantage, can see you on tacnet, cant be seen on tacnet, and sometimes cant even be seen when they are standing right in front of you, you are going to be stuck using at best an HMG, and they have an assortment of close range weapons that can 2-3 shot anyone, or long range weapons that can pick you to death, and they can use these weapons to their best advantage because they have a huge advantage in intel. The only way to gain parity is to use a scout yourself, but even that doesnt actually COUNTER the scout, because there IS NO COUNTER.
- You cannot see what the s in front of you? Take your view off the tiny map and open your eyes my friend, I promise that looking around is the best way of predicting where people are going to be.
- Carry a good sidearm for CQC engagements if you're unsure your primary is good enough. I would recommend the Bolt Pistol and Especially the Ion Pistol. The Breach or Assault Scrambler pistols are also good if you're going to make your shots count.
- If you believe that you have already lost lost then you have. I think; therefore I am.
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DeadlyAztec11
Ostrakon Agency
5627
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Posted - 2014.10.28 09:46:00 -
[7] - Quote
CCP Frame liked my OP
:0
*Faints*
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DeadlyAztec11
Ostrakon Agency
5639
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Posted - 2014.10.28 23:49:00 -
[8] - Quote
Vesta Opalus wrote: Yeah, thats right, the cloak visual effect is inconsistent based on lighting and background and sometimes people will be invisible right in front of you. I've seen some stuff. Or rather, I haven't seen some stuff, even though I knew exactly where they were.
There have been instances where I have started firing at a visible scout and he cloaked and just straight up disappeared in front of my sights, only to appear behind me 3 seconds later.
There was an instance where I have turned around, being pretty much positive a scout that I was engaging was following my path, I turn around, and see NOTHING, I shoot in the general direction and score a couple of hits and the scout got scared and ran off, the entire time he was 100% invisible to me. The only reason I knew for sure he was there was a flash of red on my reticle while I was shooting and a couple of hit markers.
Other times the cloak effect is very obvious and easy to see.
If you havent noticed this kind of stuff then you are the one who probably needs to open his eyes.
I carry a good sidearm. But you dont understand what Im saying. If the scout knows where you are, he can adjust his position and take advantage of his weapon's advantages regardless of what weapon he is using. You dont get to determine the terms of any fights at any time. This alone is a massive advantage, but then its combined with much better speed, and much better stealth, with comparable damage from their weapon that you have. Its just not balanced.
And your last point is just some complete bs. The confidence of a person or military force is not some magical key to victory. In fact confidence is frequently the cause of military defeats, especially when the opposing force has some sort of advantage in intelligence, mobility, and stealth, which sounds alot like something I've been talked about recently... hmm what could it be.
Your frames are probably dropping severely and is probably making it harder to fight fast moving targets. It happens to me too when I play late at night. I get paired against people in Asia and Europe so my connection is totally useless and I end up getting out strafed by heavies. If I play at other times of the day my connection is top notch.
Stealth and speed might be important factors, but weapon damage and HP are also important. There is of course good strategy and decent gun game. A suit won't give you either.
Confidence is not a synonym for being cocky. Believing you can win is different from believing you should win. You need to be able to believe in yourself to succeed. Believing you will win always will be your downfall. Not believing in your personal ability means that you have no chance of succeeding.
By the way, a high morale is important in war and history shows that those who lose morale also lose the war.
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DeadlyAztec11
Ostrakon Agency
5639
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Posted - 2014.10.29 01:37:00 -
[9] - Quote
Bax Zanith wrote:So, OP. Explain to me why I would ever want to use something other than a scout. Because you can and you're smart enough to make it work.
It's like asking "why would I ever want to drink anything besides water?". Because you can. Do you need to? No? But you can to get a different experience. It's the reason we have more than one suit in this game.
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DeadlyAztec11
Ostrakon Agency
5639
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Posted - 2014.10.29 01:56:00 -
[10] - Quote
Weapon damage: Scouts stealthy nature in this game makes it trivial to deliver some of the most damaging weaponry in the game: nova knives and shotguns, a while back I remember both of these weapons were complete trash, thats because getting close to people in this game WAS not an easy task. With the scout it now is. Im not saying the weapons should be trash, but they need to dial it back a bit on this stuff so people have a chance.
HP: Once again assuming you arent brick tanking (which I think is a stupid fitting choice, but does provide you with HP), yes, your HP is lower, but I've said it before and Ill say it again here: If you are trading HP for a better type of survivability, it is not a sacrifice at all, but an investment. An investment with massive returns.
Good Strategy: It is far easier to have a good strategy when you have a ton of information about the situation, such as, distance to target, orientation of target, elevation of target, target's suit type, target's level of agitation, position of targets friends are their orientation, yadda yadda. The scout gets all of these if he is running halfway decent scans. Also the scout is frequently invisible to the enemy, which makes it more difficult for them to have a good strategy.
Gun game: At first glance, this might seem like something that is independent of suit, but it really isnt. It is dramatically harder to hit a scout when they are strafe dancing, thus requiring people trying to hit scouts to actually have a better gun game. This is on top of the fact that a good scout will not let the enemy's gun game even be a factor, the scout's enemy will be dead before they have a chance to bring their weapon to bear in the first place.
what we have now is just not right. It needs to be fixed, not defended to the death.[/quote] The shotgun and Nova Knives were bad because they had EXTREMELY bad hit detection similar to what melee has now.
As for weapon damage being trivial against scouts, that is a.completely false statements. If you have a very high DPS weapon then you will have a very good weapon for defending against scouts in most cases. The Scrambler Rifle, Bolt Pistol, Assault Scrambler Rifle, Assault Combat Rifle, Ion Pistol, HMG, Sniper Rifle and Breach AR are all great against scouts. Because as soon as you see them you can react fast and down them fast. With weapins with slow times to kill you may find yourself at an extreme disadvantage in many cases.
Your mods should always depend on your play style. If you need high HP then get it: if you don't then don't.
A good strategy means that you are extremely flexible in attaining your goal. Don't worry about what your enemy knows. Just go in with a cautious mind. It's easier said than learned but all methods of thinking are.
If your gun game is decent then scout speed is not an issue. The only time it should be (not talking about lag) is when you have not optimized your sensitivity.
I'm defending scouts, because every single suit in this game has become a scape goat at one time or another. The end result is always an unnecessary nerf and subsequent buff later on. It's redundant, ignorant, short sighted and unfortunately shows how the overwhelming majority of a population can still be wrong. And people wonder why direct democracy doesn't work.
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DeadlyAztec11
Ostrakon Agency
5640
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Posted - 2014.10.29 09:47:00 -
[11] - Quote
Bax Zanith wrote:DeadlyAztec11 wrote:Bax Zanith wrote:So, OP. Explain to me why I would ever want to use something other than a scout. Because you can and you're smart enough to make it work. It's like asking "why would I ever want to drink anything besides water?". Because you can. Do you need to? No? But you can to get a different experience. It's the reason we have more than one suit in this game. But all the other choices aren't as healthy for you as the water. I've been many things; a commando, a logi, an assault. I've primarily been a sentinel untill I decided to try out scouts. I'm not exaggerating when I say I find it much easier to be a scout then a sentinel. All that HP won't help you if you can't see the attacker comming, infact the slowed speed makes you an easier target. I've tried many roles, none of which are as effective as the scout. As a scout, I've delt with scouts better than I could with my HMG heavy, and i'm not even using a shotgun. Orange juice, Apple juice and green tea provide more nutrients than water.
Not all suits can be played the same and if you know how to play one suit you don't necessarily know how to play most of them. The Sentinel requires more than brute force to operate. You must be able to predict everything around you: anticipation is the name of the game. You know you're slow so you must always calculate in advance all the paths you will take to always try to give yourself an advantage.
Did you ever use cardiac regulators on your Sentinel suit, kinetic catalyzers, shield regulators or energizers? Not all your mods on your Sentinel should be adding HP to you. That is the quickest way to make yourself inflexible. Giving yourself a plethora of complementary resources shall manifest itself on the battlefield as the ability to counter many threats at a moments notice.
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DeadlyAztec11
Ostrakon Agency
5642
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Posted - 2014.10.29 10:35:00 -
[12] - Quote
TechMechMeds wrote:Well actually, here I am again taking one in the nerf department for balance because my alt has proto Amarr scout and iv scouted since beta, you know, when scouting required skill so not everyone abused it.
It gets abused mate, like anything decent in any game.
I'm not bothered about a nerf, you are a proper scout so what are you worried about that has you attempting to keep them the way they are?.
Are you sure that its not YOU who won't adapt?.
The real scouts will be fine with a nerf so long as its done properly. The scout capability to be abused is the issue and the majority of 'scouts' are just assaults that are using all the trimmings to be uber assault. I'm not a scout. Therefore, your point is invalid.
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DeadlyAztec11
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Posted - 2014.10.29 13:20:00 -
[13] - Quote
TechMechMeds wrote:DeadlyAztec11 wrote:TechMechMeds wrote:Well actually, here I am again taking one in the nerf department for balance because my alt has proto Amarr scout and iv scouted since beta, you know, when scouting required skill so not everyone abused it.
It gets abused mate, like anything decent in any game.
I'm not bothered about a nerf, you are a proper scout so what are you worried about that has you attempting to keep them the way they are?.
Are you sure that its not YOU who won't adapt?.
The real scouts will be fine with a nerf so long as its done properly. The scout capability to be abused is the issue and the majority of 'scouts' are just assaults that are using all the trimmings to be uber assault. I'm not a scout. Therefore, your point is invalid. Then that makes your whole point of view completely invalid then and nothing but an inadvertent troll. Well done lol. I'm talking from the perspective of someone who fights scouts not someone who is a scout. You don't need to be the thing you're fighting to be able to say how to counter it. You don't need to be a scout to know how to fight scouts.
Your lack of comprehension to this is disturbing.
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DeadlyAztec11
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5643
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Posted - 2014.10.29 15:31:00 -
[14] - Quote
Bax Zanith wrote:It's really ill recommended to use kinetic catalyzers. A sentinel is point defense, meaning you guard your post against anyone who comes. While I can do this easily, the scout is able to do it just as well, just add remote explosives and your good. When you run out, everyone dies within a couple of shotgun shots anyway. You also need to keep in mind that just one dropsuit shouldn't be able to deal with every situation like some kind of omni tool, yet the scout dropsuit can adapt to any situation just fine, didn't it say in the assault dropsuits' description that it should be able to adapt to changing situations? It can, but not as well as a scout. Depends on what your playstyle is. I play aggressive with all my suits and so kinetic catalyzers are surprisingly useful on heavies.
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DeadlyAztec11
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Posted - 2014.10.29 19:10:00 -
[15] - Quote
TechMechMeds wrote: Well if I cared that much, then I'd have read it all. Its pretty disturbing that you'd think that and yet not even have the means to actually run it yourself. You are not unique in thinking that just because you can Bash newbs, that your point holds any weight at all......there's many like you.
The fact that you don't have a proto scout makes your point invalid vs the fact I can proto everything across 3 chars in the game, so I actually know exactly how easily they can be abused.
Your thread is nothing but a subtle e peen stroke anyway. You stated yourself that you don't scout, well I do and have done since beta.........
I've played multiple roles since closed beta, except that since the last suit SP reset I have poured all my excess SP into assaults. In that time I spent countless setions experimenting with tanked scouts (which everyone called me crazy for doing, but I made it work), made accurate figures of how stealth mods and range amplifiers actually affected our base stats and also calculated the effect of Kinetic Catalyzers on base speed in accordance with the skill and stacking penalty.If it assures you any more, I have played around with all of the new militia level scouts.
I generally find myself in constant skirmishes across the map so I don't get much use from the Caldari Scout's or Gallante Scout's bonus to Electronic Warfare. I personally prefer the Minmatar's speed and the Amarr Scouts excess speed. Honestly, I would have skilled into the Amarr Scout, but refrained from doing so because I wanted to use the Scrambler Rifle and the Amarr Assault is best for that.
In conclusion I have a lot of experience running scouts and once had a lot of SP tied onto them. Since then I have transitioned to Assault suits which I have ignored for most of my time in Dust.
Alright, so you say that because I use certain methods to counter a certain threat that my points are invalid because only I can effectively use these methods. I don't think it's correct to assume that I am above all other Dust players. Rather, I think most players just simply aren't informed enough to actually know how to counter threats such as flanking, and that they fail to realize what an ambush is: how to avoid an ambush/create one/spot one.
My thinking is that if people can break down a threat such as scouts into more specific categories then they will better be able to actually fight against them.
That's the point of my original post to inform the players who tend to struggle the most against scouts, while simultaneously denouncing those unwilling to find effective ways to fight threats instead of simply asking CCP to nerf it just so the player base can ask for the next "OP" thing to get nerfed. I predict the next suit on the pallete is the sentinel. You can disagree but I think the Logistics and Assault suits are almost even and yet the heavy is somewhat of an outlier.
And honestly facing problems and overcoming them is the best way to get better at this game. Simply choosing to make the challenge easier to meet your current skill level makes the game dull because it lacks challenge.
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DeadlyAztec11
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Posted - 2014.10.29 19:16:00 -
[16] - Quote
TechMechMeds wrote:Mitigating factors and confirmed that my skim read was sufficient in the first place. If you come into an atmosphere with a pre conceived notion and keep your mind closed then it is useless to try to inform you because you will never change your mind on the basis that you already assume you are right and that any other argument has to be wrong.
That is my direct observation.
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DeadlyAztec11
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Posted - 2014.10.29 19:17:00 -
[17] - Quote
Ku Shala wrote:scouts are op because the can perform every other classes role no other reason that said if every class could fit a cloak scouts would be crying.
My Assault suit can fit a cloak. PG and CPU mods are your friend.
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DeadlyAztec11
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Posted - 2014.10.29 19:30:00 -
[18] - Quote
Vesta Opalus wrote: You're making the big mistake of lumping everyone who wants something done to balance scouts in with people who are just cluelessly refusing to fight them. I do fine in battle, against any suit, but really if you dont understand how a well played scout is basically uncounterable, then you just dont know what you are talking about.
You keep saying scout suits dont make people good, and to a certain point I agree, the problem isnt that scout suits make people good, its that scout suits make good people damn near invincible.
Sometimes stuff is just plain unbalanced, and this is one of those times.
My argument is that people should stop complaining about a very counterable threat and simply counter it using more adequate methods than the ones they are using.
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DeadlyAztec11
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Posted - 2014.10.29 22:47:00 -
[19] - Quote
TechMechMeds wrote:DeadlyAztec11 wrote:TechMechMeds wrote:Mitigating factors and confirmed that my skim read was sufficient in the first place. If you come into an atmosphere with a pre conceived notion and keep your mind closed then it is useless to try to inform you because you will never change your mind on the basis that you already assume you are right and that any other argument has to be wrong. That is my direct observation. Hahahaha. So after having actually read your dribble, all you can do is keep going around in circles trying to pontificate more dribble even after your flaws are pointed out? Unbelievable but carry on. Keep going round in circles and ignoring key mitigating facts while repeating yourself and I'm sure it will mnaje you correct mate hahahaha. Saying "scouts are uncounterable" is not a fact. It's an opinion much like people that say "science is hard"; if I find science is easy and you find it hard then it's an opinion. Because easy and hard are subjective.
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DeadlyAztec11
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Posted - 2014.10.29 22:55:00 -
[20] - Quote
TechMechMeds wrote:The thing is that your points will be valid in 1.9 but right now, no. Well I do agree that the cloak nerf will make it easier to counter scout most people will still complain about scouts as it's a multi variable problem and solving one won't necessarily fix the rest.
That said, my general "come on, man up and take that scout out" position to scouts is still valid.
Another idea, the increase in FPS if substantial and cobdistant will make it harder for people to be out strafed and will generally make CQC engagements easier for the person with better reactions. So while it's not necessarily a nerf against scouts it will keep sone people from complaining as much. Also it's an indirect, but key, buff to Snipers as it will make it easier to hit moving targets.
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DeadlyAztec11
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Posted - 2015.01.27 05:01:00 -
[21] - Quote
Freedom.
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