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Blunt Smkr
Doomheim
62
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Posted - 2012.07.09 03:11:00 -
[1] - Quote
i consider myself to be a pretty good scout not the best but idk. here is my main loadout
Dropsuit: Scout v.k0 Light Weapon: None Sidearm Weapon: Boundless Breach Submachine Gun Grenades: Locus Grenades Equipment Slot 1:None Equipment Slot 2:None High-Power Module 1:Complex Shield Extender High-Power Module 2:Complex Shield Extender High-Power Module 3:Complex Sidearm Damage Mod Low-Power Module 1: Militia Armor Repair Low-Power Module 2: Militia CPU Upgrade Low-Power Module 3: Militia CPU Upgrade
this setup is not fully finished yet still changing things but its my fav so far
i mainly chase down the enemy with this setup an take objectives as best as i can. the really only weakness this setup has is people using proto breach ar an vehicles but other then that its a really good setup for just killin some enemys. always use lots of cover an try to close the distance between u in the enemy as fast as u can once ur in close its over for them as long as ur good a strafing back an fourth
i have a few other setups for straight dps an anti vehicles that i might post later but dont really use them rite now |
Blunt Smkr
Doomheim
62
|
Posted - 2012.07.10 22:27:00 -
[2] - Quote
nice to see the thread is back up
I was reading the reason to engage a heavy tactic an wanted to add some stuff. Heavys have been getting alot easier to take out with an smg, an from wat i can tell scouts are the best for taking out heavys. Usually when i see a heavy i make sure to take out any scouts or assaults first just like garrett said. Then after its just me an him i start running rite at him to close the distance quick cause once ur in close u move way faster then him an its easy to do circles around him try switching up ur rotation to confuse him.
Jumping also works good for heavys i usually try jumping over them then start circling them. An just know ur shield recharges way faster then his so if he manages to drop ur shields find cover quick but once its back attack him again fast. The main thing is to be really aggressive against a heavy if u try to keep ur distance an hide he well probably pick u off. So pretty much get in close an use ur speed an stamina to take them down. Other then that grenades or RE are the best for taking out heavys |
Blunt Smkr
Doomheim
62
|
Posted - 2012.07.12 06:35:00 -
[3] - Quote
SoCal Ninja wrote:Just posted the Quicker Knifing by SoCal_Ninja tactic on the thread about the way to quick knife by alternating L3 and R3
great advice tried this out today an it does work good. was running around one match just trying to knife people was funny an i was actually getting some kills. just need to lvl up my knife skills now
also it did seem like it wasnt intended to do that so it might get fixd eventually but it does make knifing a little easier |
Blunt Smkr
Doomheim
62
|
Posted - 2012.07.12 10:13:00 -
[4] - Quote
SoCal Ninja wrote: But it's blunt smkr that's kicking my butt. I keep loosing to his very shiny prototype scout suit and boundless breach SMG. It makes me sad. Good to meet all these awesome scouts though. *cough* join my corp *cough*
lol i'm pretty sure u got me a few times too but it was some good matches though. also i'm already in a corp but we can still group up for a full scout group whenever. oh an i dont think u saw my really fancy scout dropsuit the one that cost AUR is red an black which looks so sick i just dont use it as much. unless i really feel like doing damage cause i got more damage mods on that setup |
Blunt Smkr
Doomheim
62
|
Posted - 2012.07.16 19:55:00 -
[5] - Quote
havnt checked it out but doesnt adding plate armor lower ur speed thought i read that somewhere. an if so anyone know by how much? cause once they fix the electronics upgrade skill book i'm was thinking of addin some plate armor to my setup |
Blunt Smkr
Doomheim
62
|
Posted - 2012.07.16 20:39:00 -
[6] - Quote
Rorek IronBlood wrote:
Armor plates reduce your movement, and sprint speed by a percentage depending the grade of the plate. Militia plates I believe reduce your speed by three percent (if I remember.) While the highest grade will reduce your speeds by ten to fifteen percent. Somewhere around there. I wish I could log on to Dust. I'd tell you the exact amount.
oh milita aint bad but i would probably want highest grade an if it lowers me to assault dropsuit speed not sure if its worth it. cause my plan is to add complex cpu mod so i can drop one cause i got 2 militia ones rite now. then add armor plates an maybe drop armor repair cause i just got the nanohives that repairs armor an replace it with something, not sure yet though. to bad they didnt have a mod for movment speed cause idk really care bout sprint speed |
Blunt Smkr
Doomheim
62
|
Posted - 2012.07.16 20:46:00 -
[7] - Quote
Rorek IronBlood wrote:Blunt Smkr wrote:Rorek IronBlood wrote:
Armor plates reduce your movement, and sprint speed by a percentage depending the grade of the plate. Militia plates I believe reduce your speed by three percent (if I remember.) While the highest grade will reduce your speeds by ten to fifteen percent. Somewhere around there. I wish I could log on to Dust. I'd tell you the exact amount.
oh milita aint bad but i would probably want highest grade an if it lowers me to assault dropsuit speed not sure if its worth it. cause my plan is to add complex cpu mod so i can drop one cause i got 2 militia ones rite now. then add armor plates an maybe drop armor repair cause i just got the nanohives that repairs armor an replace it with something, not sure yet though. to bad they didnt have a mod for movment speed cause idk really care bout sprint speed They have modules for stamina, vigor, and movement speed as well even knives.
i dont think they have movement speed mods only sprint speed ones but i could be wrong. i'll have to check again next weekend |
Blunt Smkr
Doomheim
62
|
Posted - 2012.07.17 07:12:00 -
[8] - Quote
SoCal Ninja wrote:Sorry guys, haven't been around to bump the thread or add the new loadouts, but I'm doing it now.
As for the questions about Armor Plates and Kinetic Catalysts you could check my stat guides on them in the front of the thread :D
Standard is -3% to movement Advanced is -5% to movement Prototype is -10% to movement
It's actually better to have 3 standard Armor plates than 1 complex one because it will net you more armor for less PG and Speed reduction. But it takes up all three slots. Having a complex armor plate would lower you to 5 m/s movement and 7 m/s sprint. But if you throw 2 complex kinetic catalysts to balance it out you could max your speed at 8.7 sprint. It would take a huge chuck out of your PG though... don't even know if it's possible. Before weapons or equipment or shields you'd have 41 PG on the suit with a max of 75 fully upgraded. All so you could run at 8.7 with 230 armor and 117 shielding. I don't think scouts should be armor tanking. Maybe if you wanted to take the hit to movement, but it almost turns you into an assault with 2x shielding. I'm curious if this build works for you. My personal tastes make me never sacrifice speed, but dust is for the experimenters so have at it!
didnt even notice u had all the stats an stuff for the items just made this guide 10x better lol. but i think i'm going to try to add 1 advanced armor plates, complex cpu mod, an complex kinetic (or lower if it wont fit). an i have 3 complex shield extenders on the other side. so i think that should make it easier to stay alive if it all fits. probably need to work on the skills that lower cpu use of certain items like smgs an mods that would help out maybe. i'll try it out next weekend an let u know if it works
edit: k i did all the math to see if its possible an it is. if i max out every thing i need my setup would look like this
Shield: 323.54 Armor: 211.3 Movment Speed: 5.3 Sprint Speed: 8.2 CPU/PG: 282/74 Dropsuit: scout vk.0 Light Weapon: none Sidearm Weapon:boundless breach smg Grenades: M1 locus grenade Equipment Slot 1: K17/D Nanohives Equipment Slot 2: High-Power Module 1: Complex Shield Extender High-Power Module 2: Complex Shield Extender High-Power Module 3: Complex Shield Extender Low-Power Module 1: Complex CPU Mod Low-Power Module 2: Enhanced Armor plat Low-Power Module 3: Complex Kinetic Catalyzer
math could be wrong cause i've been drinking but i'm pretty sure its rite lol |
Blunt Smkr
Doomheim
62
|
Posted - 2012.07.17 18:10:00 -
[9] - Quote
Shutter Fly wrote:Rorek IronBlood wrote:I think in the case of Dust this is one case where it's hard to decide whether they should adopt the Counter Strike knife, or be more like it is now in line with Call of Duty. However, I would say it should be more treated either like Counter Strike or more like Battlefield3.
Personally I believe that knives always prove to be a hard topic for developers. They can quickly grow to be over powering and over used, or under powered and useless like it is now. It really is hard to say. I wouldn't say it is under-powered, just bugged. If every hit that I got with the knife registered, it would have been an incredible killing weapon. Outside of unintentional hindrances, I think the knife should stay exactly how it is. Although, it probably wouldn't hurt to increase the Complex Myofibril Stimulant to a 75% bonus, so that fewer modules are needed for an OHK.
yea the knife damage is pretty good as long as u hit ur target i just think they need to extend the reach just a bit. an maybe add more passive skills like knife speed or something. |
Blunt Smkr
Doomheim
62
|
Posted - 2012.07.19 00:04:00 -
[10] - Quote
SoCal Ninja wrote:Naming conventions for CommunicationsWorking on making some good looking maps. This one is for designating names for sections of the map. This is one of the services I will be providing from my corp btw...
very nice +1
its going to make talking bout strategies alot easier
oh an the trench in the comm map is so pointless its a death trap usually lol just thought i point that out |
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Blunt Smkr
Doomheim
62
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Posted - 2012.07.19 00:17:00 -
[11] - Quote
SoCal Ninja wrote:Blunt Smkr wrote:SoCal Ninja wrote:Naming conventions for CommunicationsWorking on making some good looking maps. This one is for designating names for sections of the map. This is one of the services I will be providing from my corp btw... very nice +1 its going to make talking bout strategies alot easier oh an the trench in the comm map is so pointless its a death trap usually lol just thought i point that out was thinking of calling it death trap but didn't want it to be confused with death alley lol
lol yea i think if they added some cover in there or make it a tunnel it would be alot better. but rite now u fall in there u have one way out a ***** ladder that u well probably get shot trying to climb lol |
Blunt Smkr
Doomheim
62
|
Posted - 2012.07.19 00:33:00 -
[12] - Quote
crazy space wrote:where is the 3 low sprint speed suit fitting post?
also does the advanced scout suit only have one more high slot? that's it?
not sure bout the first part. but yea the advanced scout only has 2 high slots an 2low an proto has 3 |
Blunt Smkr
Doomheim
62
|
Posted - 2012.07.19 18:47:00 -
[13] - Quote
SoCal Ninja wrote:yup a bunch of new ones with a prototype isk one that heals two people at once, as well as electronics upgrades is back so you can get the complex CPU modules
nice cant wait to finally be able to get a complex cpu mod |
Blunt Smkr
Doomheim
62
|
Posted - 2012.07.22 21:10:00 -
[14] - Quote
I've been working on a new setup cause smgs are getting boring. So i decided to try out the Scrambler Pistol here is the setup i have so far with just a pistol
Name: Pistol Whiped Dropsuit: Scout A-series Light Weapon: None Sidearm Weapon: Carthum Assault Scrambler Pistol Grenades: Core Locus Grenade Equipment Slot 1: Quantum Nanohives High-Power Module 1: Complex Sidearm mod High-Power Module 2: Complex Shield Extender Low-Power Module 1: Basic Armor Repair Low-Power Module 2: Complex CPU mod
With this setup its all about accuracy cause a good headshot can 1-2 shot someone. When ur in a 1v1 situation take ur time an make sure ur shots count an keep moving around. then when ur fighten more then one guy at a time u need to take them out fast so drop a full clip into a guy quick as u can if ur good aim his died in a sec then move on to the next one. use grenades too there really important with this setup cause they help out alot against heavys. Also the range of the pistol is really good, you can easily snipe people at good distances if u aim down the sight
An this setup is for people that like a challenge an are accurate with a gun |
Blunt Smkr
Doomheim
62
|
Posted - 2012.07.23 21:20:00 -
[15] - Quote
Blunt Smkr wrote:I've been working on a new setup cause smgs are getting boring. So i decided to try out the Scrambler Pistol here is the setup i have so far with just a pistol
Name: Pistol Whiped Dropsuit: Scout A-series Light Weapon: None Sidearm Weapon: Carthum Assault Scrambler Pistol Grenades: Core Locus Grenade Equipment Slot 1: Quantum Nanohives High-Power Module 1: Complex Sidearm mod High-Power Module 2: Complex Shield Extender Low-Power Module 1: Basic Armor Repair Low-Power Module 2: Complex CPU mod
With this setup its all about accuracy cause a good headshot can 1-2 shot someone. When ur in a 1v1 situation take ur time an make sure ur shots count an keep moving around. then when ur fighten more then one guy at a time u need to take them out fast so drop a full clip into a guy quick as u can if ur good aim his died in a sec then move on to the next one. use grenades too there really important with this setup cause they help out alot against heavys. Also the range of the pistol is really good, you can easily snipe people at good distances if u aim down the sight
An this setup is for people that like a challenge an are accurate with a gun
just wanted to add more about the pistol cause i got a chance to mess with it more last nite. An i have to say this gun is amazing was 1 shoting even non scouts except heavys there still a ***** to take out. The range n accuracy is also really impressive was sniping campers on the big building in ambush comm from the bridge accross the map even 1 shoting those pesky snipers lol. I can just see this weapon being used more once hit detection is fixd or when they add KBM cause its super deadly if u can aim. Also wouldnt be surprised if people start saying its op eventually |
Blunt Smkr
Doomheim
62
|
Posted - 2012.11.15 20:17:00 -
[16] - Quote
fred orpaul wrote:Blunt Smkr wrote:nice to see the thread is back up
I was reading the reason to engage a heavy tactic an wanted to add some stuff. Heavys have been getting alot easier to take out with an smg, an from wat i can tell scouts are the best for taking out heavys. Usually when i see a heavy i make sure to take out any scouts or assaults first just like garrett said. Then after its just me an him i start running rite at him to close the distance quick cause once ur in close u move way faster then him an its easy to do circles around him try switching up ur rotation to confuse him.
Jumping also works good for heavys i usually try jumping over them then start circling them. An just know ur shield recharges way faster then his so if he manages to drop ur shields find cover quick but once its back attack him again fast. The main thing is to be really aggressive against a heavy if u try to keep ur distance an hide he well probably pick u off. So pretty much get in close an use ur speed an stamina to take them down. Other then that grenades or RE are the best for taking out heavys combat against heavies have changed a lot in the last build, the turn faster and hit harder. NEVER engage a HMG heavy from the front if one sees you get to cover lose him and come in from behind. Only stay engaged until he finds where you are, as soon as he starts to aim at you get to the closest cover while avoiding his line of fire. rinse and repeat. You can no longer out strafe heavies turn rate. Not a big deal for most guns, but with an HMG if you have been hit its too late to run, so pray to what every deity you believe in and limp to cover if you can. I haven't tried it but you might have a chance jumping past him and getting to cover. DO NOT reengage as long as he is paying attention to you. AR and forge heavies are giant pushovers still, so use the above guide, but as always as a scout engaging unseen is your best option.
yep tactics for heavys have def changed since the old build. Cant just rush them anymore -_- |
Blunt Smkr
Doomheim
62
|
Posted - 2012.11.15 20:24:00 -
[17] - Quote
Garrett Blacknova wrote:I'm still struggling with Scouts in the new build, and have several of my fittings based on the Assault suit now. I'm still running Scouts, but not as heavily as I used to, which is a shame, because I've always been a fan of the speed classes in shooters. Working on a couple of free Dragonfly fittings (using AUR for Militia BPOs) at the moment though. When I finalise at least one of them, I'll post the specs. And yes, of course my Kamikaze Free Hugs fitting still exists
I havnt really tried scouts that much this build either been wanting to go bak though. When they reset sp again i'll probably go bac to it cause this build i've mainly worked on assault which is great but i miss my scout lol |
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