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XxVEXESxX
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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.
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XxVEXESxX
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Posted - 2014.11.13 07:11:00 -
[2] - 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.
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Posted - 2014.11.13 17:47:00 -
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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.
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Posted - 2014.11.14 00:57:00 -
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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.
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Posted - 2014.11.14 01:19:00 -
[5] - 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.
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Posted - 2014.11.14 01:44:00 -
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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.
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Posted - 2014.11.14 02:28:00 -
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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.
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Posted - 2014.11.14 02:36:00 -
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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*
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