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Blueprint For Murder
Immortal Guides
216
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Posted - 2014.11.08 01:28:00 -
[1] - Quote
Ahh.. and another leaves the darkness. 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 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
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Blueprint For Murder
Immortal Guides
216
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Posted - 2014.11.08 01:47:00 -
[2] - Quote
I am a side arm no cloak scout and the only reason I didn't use the cloak before was it was so over powered, but now that it is tacnet blinding I would not use it because it is no longer functional unless you use a shotgun. If scouts were made side arm only I would hope cloak would be reverted. Anyone that would agree with that tacnet trade off is a fool and likely a shotgun scout.
Check out the film Flame and Citron it is amazing! Wizard Talk
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Blueprint For Murder
Immortal Guides
226
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Posted - 2014.11.08 14:57:00 -
[3] - Quote
One Eyed King wrote:Blueprint For Murder wrote:I am a side arm no cloak scout and the only reason I didn't use the cloak before was it was so over powered, but now that it is tacnet blinding I would not use it because it is no longer functional unless you use a shotgun. If scouts were made side arm only I would hope cloak tacnet would be reverted and the delay kept. Any scout that would agree with that tacnet trade off is a fool and likely a shotgun scout. Really the delay would not even be needed because the lower dps/clipsize would make up for the .33 seconds. The problem is that shotgun scouts are a legitimate role in the same way that sniper scouts are and AV scouts. We need to find a way to balance them without ruining their role, and that of a great many other legitimate scouts.
In the other thread we proposed that light suits would be kept as is so those rolls would still be filled and balanced because of the lower cpu/pg that the basic suits have.
Check out the film Flame and Citron it is amazing! Wizard Talk
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Blueprint For Murder
Immortal Guides
233
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Posted - 2014.11.09 00:58:00 -
[4] - Quote
It has nothing to do with getting owned kid most of us are scouts in fact this is scout 514.
Check out the film Flame and Citron it is amazing! Wizard Talk
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Blueprint For Murder
Immortal Guides
239
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Posted - 2014.11.09 09:39:00 -
[5] - Quote
Ghost Kaisar wrote:Scouts with Sidearms?
Only if you make the SMG cost less PG than a combat rifle. It's the only reason why I went CR over SMG. Fitting restraints.
Though in all honesty, this may fix the problem of scout 514, but it won't fix shotgun514.
Everyone would just put damps on assault fits, and run shotguns. It works already for trolling scouts that don't run precisions. Trust me. You lose out on eWAR and regen, but lets face it, eWAR is getting buffed on med frames already.
If rattati goes through with the eWAR changes, my money is on Assault Shotguns becoming the next meta.
Oh, and nice troll Kirk. 8/10
You might be right, but there are other benefits to the scout like speed, cloak, hitboxes, and super mario jump that make a difference. Hopefully this would be considered and implemented first because the main reason for looking at ewar is to address scouts imbalance. Giving assaults the same ability would just make the game even more dreadful, but the only thing I have read so far from him is a increase to precision.
Check out the film Flame and Citron it is amazing! Wizard Talk
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Blueprint For Murder
Immortal Guides
379
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Posted - 2014.11.21 15:38:00 -
[6] - Quote
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The Impossible Dream-Wizard Talk @MMoMerc
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Blueprint For Murder
Immortal Guides
383
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Posted - 2014.11.21 18:50:00 -
[7] - Quote
You can't balance scouts without making them side arm only because it effects the other classes to greatly i.e. if they try to nerf scouts dps they nerf everyone else with it.
The Impossible Dream-Wizard Talk @MMoMerc
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Blueprint For Murder
Immortal Guides
384
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Posted - 2014.11.21 20:12:00 -
[8] - Quote
If they kept light suits the same they could use SR on them.
The Impossible Dream-Wizard Talk @MMoMerc
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Blueprint For Murder
Immortal Guides
388
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Posted - 2014.11.22 08:25:00 -
[9] - Quote
Leadfoot10 wrote:If we remove the light weapon slot from scout suits, what's left to counter heavies?
Not sure I like this idea.
That's not to say the scouts don't need a nerf, relatively speaking, but we have to be careful we don't throw the game balance out of whack even further as the popularity/effectiveness of heavies is also a problem, IMO, and scouts is one of the only counters.
I believe you could use assaults in a similar respect, they are above scouts in the ewar tiers and could be countered by the side arm scouts, since they would fall above the assaults ewar.
The Impossible Dream-Wizard Talk @MMoMerc
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