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Apothecary Za'ki
Biomass Positive
1632
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Posted - 2014.11.06 21:54:00 -
[1] - Quote
KING CHECKMATE wrote:The scout has 4 specific playstyles:
-Dampened : 2+ Profile dampeners to be Radar invisible -Tanked: Full HP mods in order to have an Assault suit with less EHP but more speed and better E-war perks. -E-war Scanner: Full precision mods to use passive scanning. ( my Fav style, Amarr and Cal scouts) -Speed Tanked: 2+ Kinetic Cats for max speed and combat agility.
In 1.9 we have ony 2 types working.Dampened and Tanked. Why you ask? -E-war Passive scanning is dead because scouts are now either Not dampened ( and i can passive scan them anyways without prec. enhancers) or fully Dampened (and i cant scan them at all even with 2Cx prec enhancers on my Proto Amarr scout). Not to mention i feel stupid when im in one of my E-war scouts and everybody in my team is scanning at 200mts away and im like: ''Great, i should have just shield tanked....'''
Also the 30mts radar range on my amarr scout its just lame, making the only true radar capable scout , the Cal Scout.
-Speed tanked: AA is too strong and bullets seem to be incapable of missing on some weapons. Speed is not enough to get to cover in time with how open maps are now.
So we are left with 2: -TANKED: Full HP Scout, used as an assault with a lot less HP and no weapon bonuses but more stamina/e-war/speed. The one im using now is a Cal scout tanked...My cal Scout has 440ish Shields and 303 Armor, at the cost of dampening,speed,radar capacity,strafing speed and well...dignity.
-DAMPENED: Gals and Cals with 2 Cx profile dampeners and Amarr and Min with 2 or 3. Very stealthy and will never achieve over 500EHP.
So, 1.9 only left us with 2 viable scout playstyles and now lets review the rest of the game! XD
NEW MAPS? Horrible for scouts , they are the playground of Dropships+Uplink , Railrifles and Laser weaponry.
New Weapon Balance? Sure the Breach AR now works (one of my fav weapons) But what difference does it make to hit 60+ per bullet if HMGs can hit me effectivley at 45mts? AND win? XD WEapons with LONGER ranges are now the best ones because of these maps! You can use a RR/SCR/LR/TAC AR in order to engage in longer ranges and use sidearms in CQ.
Assaults have the advantage now because of MAP LAYOUT. How maps are done now. The open spaces and reduced cover in most maps make the assault EHP plus above avarege mobility ideal for for this engagements. Heavies Can move almost freely around in close quarters areas since the SCAN SPAM (now TEAM BASED) is so drastic that they know where every enemy is....
Heavies Too,because of their LAV + HMG combo.
So overall, this patch is like a big Invisible nerf to scouts. I mean if you cant see a scout running through 500mts of open terrain is YOUR fault for being a sucky as hell player, not scouts being OP.
Even my 700HP full TAnked cal scout (eew im ashamed again) is crap compared to my Templar BPO fit (850+HP) with Templar SCR rifle in this patch...
Q.Q all you want but if it WASNT ENOUGH, cloak is ALSO nerfed and now i have to wait while running behind a Sentinel to be able to knife him. The window of error is Way to big now. Stalking has become even less effective.
Complain about scouts? they get kileld in 1 second by even a MLT combat rifle Complain now about the BRCH AR? Lol when every other light and heavy weapon (except the Shotgun) has equal or more range?
So please enlighen me. WHO THE HELL ARE YOU? nono, not that...Why are you all always complaining instead of getting good? basic light suits and scout suits dont even need to run ewar to stay under the tacnet, with active scanners one still has to run a L3 + gal logi and level 5 focused active scanner to even have a chance to spot a scout who is even running 1 damp
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Apothecary Za'ki
Biomass Positive
1632
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Posted - 2014.11.06 21:57:00 -
[2] - Quote
KING CHECKMATE wrote:Breakin Stuff wrote:Hit detection glitching. On the contrary.
1.9 Is the most noobish of all updates, i dont even need to AIM anymore. AA is so strong i can wipe other Cal scouts at over 40-50mts in seconds with hip fire only... Still not convinced? Then ''fix'' hit detection, REMOVE AA. its not AA its that scouts cannot avoid hit detection because of latency causeing your scuit to be somewher other then where the opponent sees it.
they did nothing to AA, the lag fix just helped us connect shots.
so. go assault if you hate being squishy
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Apothecary Za'ki
Biomass Positive
1632
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Posted - 2014.11.06 21:58:00 -
[3] - Quote
KING CHECKMATE wrote:Breakin Stuff wrote:Hit detection glitching. On the contrary.
1.9 Is the most noobish of all updates, i dont even need to AIM anymore. AA is so strong i can wipe other Cal scouts at over 40-50mts in seconds with hip fire only... Still not convinced? Then ''fix'' hit detection, REMOVE AA. if they remove AA they will need to remove KB/m too.. they added AA because of the massive skill gap between players but also to aid people against KB/m users
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Apothecary Za'ki
Biomass Positive
1632
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Posted - 2014.11.06 21:59:00 -
[4] - Quote
CLONE117 wrote:i havnt seen the lav/hmg thing in such a long time. murder taxi? i saw it once yesterday
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Apothecary Za'ki
Biomass Positive
1632
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Posted - 2014.11.06 22:00:00 -
[5] - Quote
Ripley Riley wrote:KING CHECKMATE wrote:1.9 Is the most noobish of all updates, i don't even need to AIM anymore. AA is so strong i can wipe other Cal scouts at over 40-50mts in seconds with hip fire only...
Still not convinced? Then ''fix'' hit detection, REMOVE AA. All 1.9 did was increase FPS in certain instances. This made hit detection more accurate thus making it appear to "buff" AA. (That's my theory) Aim assist compensates for controllers' clunky, jerky movements. It needs to stay, but it could probably be turned down a bit now the FPS optimizations have been added in 1.9. By the way, even after hit detection was improved scouts can strafe all but focused fire from multiple players. aim assist is also there for players who dont have as good skill.. but also DS3 with out AA gets wrecked by KB/m so thats another reason to keep it
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Apothecary Za'ki
Biomass Positive
1632
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Posted - 2014.11.06 22:02:00 -
[6] - Quote
KING CHECKMATE wrote:Ripley Riley wrote:
Here are the "weapon bonuses" that assaults get: Bigger clip size (Amarr/Minmatar) Recoil reduction (Gallente) Faster reload speed... lol (Caldari)
Bigger clip Size (MINMATAR ONLY): Equals more time delivering DPS. Less HEAT REDUCTION (AMARR) : Equals more time delivering DPS. Recoil reduction. Sure m8, this one sucks, but ARs are working now so whatevs. This bonus DOES WORK with the TAC and regular AR thou. Pretty well too. Faster Reload speed: well it reduced the time it takes to get back on dealing damage. It should be a little more thou... An advanced Scout with 2 Cx profile dampeners will always be (AT MAX) in 400EHP (give or take) . This is light, considering how weapons cannot miss now. So they apply Full DPS most of the time. AR are the highest damage with in their range.
and RR are skirmish weapons so you reload faster while you can duck behind cover then pop back out to blap more people
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