Funkmaster Whale wrote:Rattati all the ideas you've had so far have been pretty on point, but I really think messing with the already severely clunky movement DUST 514 has is going to only make things worse for everyone.
Back when we had the super fast strafe speed this game was A LOT more fun and intense because everything felt a lot more fast paced. It was not balanced, and we sulked but adjusted to it. I know you want to bring balance to Scouts and you're desperately looking at all these things Scouts are good at and just looking to tune all of them back one by one until your stats start to say that Scouts are killing and dying just as much as any other suit, but I really think you're not searching in the right places.
If you mess with something as integral as "strafe speed" in a first person shooter you go down that route of just making the game more and more clunky. The movement in this game already suffers from getting caught on corners, hills, random geometry, and just overall feeling really floaty.
Rattati, Scouts became broken in 1.8 because (a) active scanner nerf (b) Scout EWAR buff. You've already solved the problem of bringing balance to Scouts amongst eachother but the problem remains of EWAR being too powerful and exclusive to them. Now, the reason it is overpowered is because this game will put a red chevron above everyone's head who's around you if your scanners pick them up. You are given the EXACT location of an enemy as a Scout. This simple piece of information completely changes the encounter and is what makes playing a Scout incredibly powerful in this game.
If you were to do one thing to balance Scouts and EWAR altogether would be to remove the chevrons that appear on your screen. Make passive scanning exclusive to your radar (that thing in the top left of the screen). Scouts would then still have the EWAR advantage because they would know ahead that there are enemies nearby because their suit picks up a signature, but their exact location would still require the Scout to get visual contact and thus exposing himself. Right now that's the problem. I can play a Caldari Scout and I never have to make myself vulnerable because the game tells me exactly where I need to be to not be in line of sight. I can dance around a pole with a Heavy and have him never see me because the game tells me exactly where he is behind it. Preemptively knowing exactly where to shoot and always getting the first shot is the problem with Scouts. I don't know how else to stress this, but it's desperately what needs to be addressed.
This game would benefit tremendously from this one simple change to passive scans, and I guarantee you'd see a sharp drop in the number of Scouts you see dominating games. Please don't mess with movement speed, especially if it's reducing it.