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.