Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
![XxVEXESxX XxVEXESxX](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
XxVEXESxX
45
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.12 18:23:00 -
[1] - Quote
CCP,
Ive tried for many nights to see how the current meta can create a house of cards geared towards large scale warefare.
After speaking and gathering feedback from many passionate players each seem to agree on one thing.
Scouts are not specialized enough. Ill explain.
Preface.
Scouts are always undetectable on tacnet. Scouts have low visibility. Scouts dictate range.
With these three components scouts can, with a very high margin of success, strike first.
Why hasnt the scout been repurposed yet?
We have a light frame that in comparison to his medium couterpart is smaller in size yet he can carry the same amendment and double the equipment. Why does the scout have the same versatility if its supposed to be specialized into electronic systems? Logis lose a sidearm to trade for 1-2 eqipment.
Currently scouts can dictate range undetected apply alpha damage and can switch to a sidearm that now extends their range to comparable distances of a light weapon.
Even if scouts had only one sidearm they still have the abilities listed in the preface to counteract the lower dps, similar to the effects of their lower ehp which is couteracted by their faster regen and speed.
TD; LR: split the scout into two classes or repurpose the scout to a lower dps tier.
Recon scout: +5 profile, same slots as current scouts, sidearm only, based on EWAR, group support and detection of troop movements, 1% To sidearm damage per level. Espionage and assassination.
Light assaults: +5 precision, commando slot layout, light weapon only, based on range dictation and movement, low ehp high regen, light recon counter, one equipment, basic scout stats, Flanker fighter. Low visibility low ewar. Short range skirmisher requiring logistics support.
Fix heat and dps # for heavies so there is no mass migration, tweak uplink timers again, equalize ewar as suggested in features and add these changes I guarantee you will see a house of cards be built.
Hope this helps. Feedback constructively.
PSN: XxVEXESxX
Minmatar loyalist
MK.0 A/C/L
|
![el OPERATOR el OPERATOR](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
453
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.12 19:31:00 -
[2] - Quote
Vote Cast: Repurpose scouts completely.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
|
![Dergle Dergle](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Dergle
Vengeance Unbound
47
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.12 19:47:00 -
[3] - Quote
+1
Caldari Jingoist
|
![Fizzer XCIV Fizzer XCIV](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
Fizzer XCIV
Heaven's Lost Property
1025
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.12 22:27:00 -
[4] - Quote
+1
Please, make my Opus pretty...
|
![KA24DERT KA24DERT](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
KA24DERT
TeamPlayers Negative-Feedback
728
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.12 23:27:00 -
[5] - Quote
I put forth an early proposal for this almost a year ago: https://forums.dust514.com/default.aspx?g=posts&m=1701189
I was off the mark a bit, since this was posted before scouts were actually released, but much of what you say, and what I said, holds true.
Regular scouts should be unable to fit cloaks, and a new Recon/BlackOps scout should be a behind-the-lines infiltrator.
1) No light weapon, sidearm only. 2) Able to use/deploy all NON-OFFENSIVE equipment while cloaked (DEPLOYING proxies/remotes, running scans, dropping links, etc). 3) Only able trigger offensive equipment/weapons while decloaked. 4) Decloak should have a 2 second timer. 5) The cloak recharges while sitting still, thus enabling longer deployments behind enemy lines.
Much like OP I feel that there is a gap in gameplay options, and the scout is just another way to kill people, when it should be more. |
![Leadfoot10 Leadfoot10](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Leadfoot10
Molon Labe. General Tso's Alliance
2156
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.13 00:45:00 -
[6] - Quote
+1 liked. |
![Vitantur Nothus Vitantur Nothus](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Vitantur Nothus
Nos Nothi
152
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.13 03:02:00 -
[7] - Quote
Once EWAR's made accessible more accessible to Meds, why would a merc run either of these when he could run a dampened Assault instead? It'll be better than both of the Scouts above with 2x to 3x the HP. |
![Sgt Kirk Sgt Kirk](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Sgt Kirk
Fatal Absolution
8372
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.13 03:34:00 -
[8] - Quote
Two Sidearm slots. ![Twisted](https://forums.dust514.com/Images/Emoticons/ccp_twisted.png)
CCP holds the Caldari's hand so this doesn't happen again.
|
![XxVEXESxX XxVEXESxX](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
XxVEXESxX
55
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.13 07:11:00 -
[9] - Quote
Vitantur Nothus wrote:Once EWAR's made accessible more accessible to Meds, why would a merc run either of these when he could run a dampened Assault instead? It'll be better than both of the Scouts above with 2x to 3x the HP.
The proposed ewar changes will only get assaults down to the lowest 19db from 21db which is still scannable by a scout. We can do what you proposed now with assaults but we still see more scouts. Why? It leaves you disadvantaged.
The ewar changes coming are geared mostly for scan range normalization and one damp beating basic scout precision on assaults.
PSN: XxVEXESxX
Minmatar loyalist
MK.0 A/C/L
|
![Jebus McKing Jebus McKing](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
Jebus McKing
lol Proto
928
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.13 13:01:00 -
[10] - Quote
With the proposed EWAR changes the only thing that will be able to scan an Assault with 3x damps is focused active scanners, Amarr Scouts with 2x precision, or Cal Scout with 4x precision.
Then we will have a scanrange nerf for scouts which means their wallhacks won't be as usefull anymore if they don't have range amps.
Also from what I've heard Rattati and crew are working on a kind of layered scanrange thingy where we'd basically have multiple scanranges with different precision values resulting in precision decreasing the further away the target is.
I'd like to see how this changes the gameplay first before making further changes to the Scout, or even go as far and completely changing the Scout's role.
From my perspective the only thing that we really still have to look at then is how we make shotgun Scouts less effective. Right now it is too easy for a Scout to overcome all the disadvantages of using a shotgun. And making it easier to scan Scouts is not and never will be a solution.
Assault / Logi / Sentinel / Scout // @JebusMcKing
|
|
![XxVEXESxX XxVEXESxX](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
XxVEXESxX
55
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.13 17:47:00 -
[11] - Quote
Jebus McKing wrote:With the proposed EWAR changes the only thing that will be able to scan an Assault with 3x damps is focused active scanners, Amarr Scouts with 2x precision, or Cal Scout with 4x precision.
Then we will have a scanrange nerf for scouts which means their wallhacks won't be as usefull anymore if they don't have range amps.
Also from what I've heard Rattati and crew are working on a kind of layered scanrange thingy where we'd basically have multiple scanranges with different precision values resulting in precision decreasing the further away the target is.
I'd like to see how this changes the gameplay first before making further changes to the Scout, or even go as far and completely changing the Scout's role.
From my perspective the only thing that we really still have to look at then is how we make shotgun Scouts less effective. Right now it is too easy for a Scout to overcome all the disadvantages of using a shotgun. And making it easier to scan Scouts is not and never will be a solution.
Another proposal was to increase scan profile with shield and armor stacking. Wonder if an assault profile will still stay under that threshold while using extenders as its new main tank? Knowing ccp it more than likly wont.
As for the hear-say will wait till its announced. Whatever the solution is for scouts in the end they must be given restraints.
PSN: XxVEXESxX
Minmatar loyalist
MK.0 A/C/L
|
![B1G Boss B1G Boss](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
B1G Boss
Skyrim For The Nords
26
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.13 22:22:00 -
[12] - Quote
I cannot agree with this. "Nerf scouts!" "Why?" "Because they get alpha strike damage on us and die instantly."
CEO of Binary Mercs
|
![XxVEXESxX XxVEXESxX](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
XxVEXESxX
55
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.14 00:57:00 -
[13] - Quote
B1G Boss wrote:I cannot agree with this. "Nerf scouts!" "Why?" "Because they get alpha strike damage on us and die instantly."
Actually if you read the post you would see its
"Scouts have little draw backs, cant be seen, and can wield everything an assault can plus more while also being specialized into EWAR."
How does that not deserve a brainstorming post such as this?
Lets help the community, not insult it. Hope this helps.
PSN: XxVEXESxX
Minmatar loyalist
MK.0 A/C/L
|
![137H4RGIC 137H4RGIC](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
137H4RGIC
Bloodline Rebellion Capital Punishment.
296
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.14 01:01:00 -
[14] - Quote
XxVEXESxX wrote:CCP,
Ive tried for many nights to see how the current meta can create a house of cards geared towards large scale warefare.
After speaking and gathering feedback from many passionate players each seem to agree on one thing.
Scouts are not specialized enough. Ill explain.
Preface.
Scouts are always undetectable on tacnet. Scouts have low visibility. Scouts dictate range.
With these three components scouts can, with a very high margin of success, strike first.
Why hasnt the scout been repurposed yet?
We have a light frame that in comparison to his medium couterpart is smaller in size yet he can carry the same amendment and double the equipment. Why does the scout have the same versatility if its supposed to be specialized into electronic systems? Logis lose a sidearm to trade for 1-2 eqipment.
Currently scouts can dictate range undetected apply alpha damage and can switch to a sidearm that now extends their range to comparable distances of a light weapon.
Even if scouts had only one sidearm they still have the abilities listed in the preface to counteract the lower dps, similar to the effects of their lower ehp which is couteracted by their faster regen and speed.
TD; LR: split the scout into two classes or repurpose the scout to a lower dps tier.
Recon scout: -5 profile, same slots as current scouts, sidearm only, based on EWAR, group support and detection of troop movements, 1% To sidearm damage per level. Espionage and assassination.
Light assaults: +5 precision, commando slot layout, light weapon only, based on range dictation and movement, low ehp high regen, light recon counter, one equipment, basic scout stats, Flanker fighter. Low visibility low ewar. Short range skirmisher requiring logistics support.
Both can retain their bonus to cloak but use them very differently while having a total damage drawback to their detection advantage.
Fix heat and dps # for heavies so there is no mass migration, tweak uplink timers again, equalize ewar as suggested in features and add these changes I guarantee you will see a house of cards be built.
Hope this helps. Feedback constructively. What about dividing the roles? We could have a scout class that focuses on passive scans (but then what would be the purpose of Gal Logis?) which goes further to scan down invisible targets - we could call this the recon class. As a counter or vice versa for alpha damage or novablade/sidearm damage/skills we could call this class the Covert Ops Class. I think scouts should get bonuses to sidearms, not so much light weaponry
I want to help DUST become a better experience for everyone. Let's work together!
137H4RGIC - Running for CPM2 (SOONGäó)
|
![Zindorak Zindorak](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
Zindorak
Capital Acquisitions LLC General Tso's Alliance
1284
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.14 01:08:00 -
[15] - Quote
I like this but not splitting the Scout tree into 2. If there are 2 different scouts only requiring the one scout skill branch im good
Pokemon master and Tekken Lord
Gk0 Scout yay :)
|
![XxVEXESxX XxVEXESxX](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
XxVEXESxX
55
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.14 01:19:00 -
[16] - Quote
Zindorak wrote:I like this but not splitting the Scout tree into 2. If there are 2 different scouts only requiring the one scout skill branch im good
I agree that splitting the class could be something that CCP does not intend to do. But I am hoping that if they go into Tech2 variants they can add very distinct play styles. We the community can agree that we want the scout in a viable and enjoyable place but we don't want it to be exploitable the way it is now.
PSN: XxVEXESxX
Minmatar loyalist
MK.0 A/C/L
|
![XxVEXESxX XxVEXESxX](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
XxVEXESxX
55
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.14 01:44:00 -
[17] - Quote
Quote: What about dividing the roles? We could have a scout class that focuses on passive scans (but then what would be the purpose of Gal Logis?) which goes further to scan down invisible targets - we could call this the recon class. As a counter or vice versa for alpha damage or novablade/sidearm damage/skills we could call this class the Covert Ops Class. I think scouts should get bonuses to sidearms, not so much light weaponry
Hmm this is interesting. I think you could be explaining the current meta just split into two classes. Like my post before this. CCP might be looking into Tech2 with a more specialized role for scouts but right now we can somewhat say that splitting them this way would be unnecessary. ill explain.
Scouts have the options to choose either route now. But the Recon aspect is absolute to them all. You don't always have a scout with a shotgun and damps but instead can have a double range amped RR or max precision cloak to catch close ranged decloakers. Plus each race can fit whatever they want but some a more suited for the job based off of their current highs, lows and racial parity.
I can agree with the last part and many post have been made for sidearms only on scouts. Guess will have to wait.
I know this sounds like im going back on my main idea but if you read closely you would see that the second option which many seem to like more than splitting the class is reducing them to a lower DPS tier. Hope this helps.
PSN: XxVEXESxX
Minmatar loyalist
MK.0 A/C/L
|
![Imp Smash Imp Smash](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
Imp Smash
Molon Labe. General Tso's Alliance
383
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.14 02:21:00 -
[18] - Quote
I like some of these ideas. However I have heard (not sure how true it is) that EWAR will be altered soon. So I wouldn't bet on CCP changing scouts before they see the effects of the new EWAR first.
Regardless, creative! Liked earned from me. |
![Maken Tosch Maken Tosch](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Maken Tosch
DUST University Ivy League
10255
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.14 02:27:00 -
[19] - Quote
I don't like the light assault part. It's likely to make the regular assaults redundant. I've been a scout for years and I'm starting to dive into the assault class. Currently the scouts outperform the assaults in their own class which should NOT be happening. I say buff the assaults across the board by giving them a useful advantage that other classes lack.
Commandos have dual lights. Sentinels have EHP. Logis have utility. Scouts have EWAR and speed. Assaults have... um....
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
|
![XxVEXESxX XxVEXESxX](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
XxVEXESxX
57
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.14 02:28:00 -
[20] - Quote
Imp Smash wrote:I like some of these ideas. However I have heard (not sure how true it is) that EWAR will be altered soon. So I wouldn't bet on CCP changing scouts before they see the effects of the new EWAR first.
Regardless, creative! Liked earned from me.
Yea its bad timing with EWAR Echo inbound. I too am hopeful it will fix things but the military taught me to always have a plan B. ![Big smile](https://forums.dust514.com/Images/Emoticons/ccp_smile-big.png)
PSN: XxVEXESxX
Minmatar loyalist
MK.0 A/C/L
|
|
![XxVEXESxX XxVEXESxX](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
XxVEXESxX
61
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.14 02:36:00 -
[21] - Quote
Maken Tosch wrote:I don't like the light assault part. It's likely to make the regular assaults redundant. I've been a scout for years and I'm starting to dive into the assault class. Currently the scouts outperform the assaults in their own class which should NOT be happening. I say buff the assaults across the board by giving them a useful advantage that other classes lack. Commandos have dual lights. Sentinels have EHP. Logis have utility. Scouts have EWAR and speed. XxVEXESxX wrote: with Specialized double sidearms Smg/Pistol *fingers crossed* Assaults have... XxVEXESxX wrote: Specialized light and specialized sidearm. *Fingers crossed*
PSN: XxVEXESxX
Minmatar loyalist
MK.0 A/C/L
|
![Mahal Daj Mahal Daj](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Mahal Daj
Mahal Tactical Enterprises
102
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.14 21:45:00 -
[22] - Quote
novel idea for the assault class buff?
give them a 3%/level increase to ammo-in-the-clip?
Powerful, meaningful, differentiating?
---
Also, scouts win at eWar because we fit ewar... which other suits can also do.
See my Post on Crashes: https://forums.dust514.com/default.aspx?g=posts&m=2413361#post2413361
|
![Kensai Dragon Kensai Dragon](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
Kensai Dragon
DUST University Ivy League
65
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.14 21:53:00 -
[23] - Quote
Mahal Daj wrote:novel idea for the assault class buff?
give them a 3%/level increase to ammo-in-the-clip?
Powerful, meaningful, differentiating?
---
Also, scouts win at eWar because we fit ewar... which other suits can also do.
Really?
Scouts win at EWAR because they start out with a serious advantage, and then get racial bonuses (except Min) to boot.
|
![Kuruld Sengar Kuruld Sengar](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Kuruld Sengar
Bloodline Rebellion Capital Punishment.
41
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.11.14 22:23:00 -
[24] - Quote
+1 |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |