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Norbar Recturus
Algintal Core Gallente Federation
119
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Posted - 2012.07.09 04:32:00 -
[1] - Quote
Dropsuit: Scout Dragonfly (Whatever it's called)
Light Weapon: Charged Sniper Rifle Sidearm Weapon: Assault Submachine Gun Grenades: Fused Locus Grenades
Equipment Slot 1:Quantum Nano-hive
High-Power Module 1:Complex Shield Extender High-Power Module 2:Complex Shield Extender
Low-Power Module 1: Kinetic Stabilizer Low-Power Module 2: Kinetic Stabilizer
Purpose: I often find that games are coming to stand-stills with either side being pushed back to it's Spawn by some a-hole in a Sargaris tank, so I made this build to take advantage of the Scout's ability to really get out into the rearguard of an opposing force. Eventually, you can take the infantry support away from the vehicles to let your team abate the cramp. From the scope, this also gives your allies a good view of what's going on in the areas at they can't see.
Strategy: Pick somewhere that you'll have a decent vantage of the battlefield flank or rear and take a low position (IE: unelevated). I understand that this may be contrary to most conventional sniping wisdom, but we're taking advantage of player psychology here (I'll hide behind the Tank's firepower). Make sure that you're not within standard RoV from spawn points otherwise you'll regret all that hard work getting past the fire line as a chevron points enemy players right to your location. You can place nanohives around corners to make sure you have a mostly infinite supply of bullets at the risk of exposing your position to the enemy (they're highly visible at range). Your kill order is almost always going to be Heavy suits followed by assaults because they're the most likely to be holding still (and easiest to line a headshot up on).
Thoughts: I haven't started to purchase "actual" scout suits because I find that Protoplayers just rip the suits to shreds with the Creodrone Breach rifle. Until the range on the AR is brought in line, I don't think I'll be upgrading myself into a "real suit" just quite yet... but when I do, you can bet your behind that I'll add in a Drop Uplink of some kind to enable the flexibility of rear deployment.
The one hard-core issue with this layout is dropships on the towers. If a single enemy manages to see you and paint a Chev on your face, you'll be spammed with rockets until you die.
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Norbar Recturus
Algintal Core Gallente Federation
119
|
Posted - 2012.07.11 13:13:00 -
[2] - Quote
Norbar's Guide to Meta Engagement
Purpose: As a scout, I've been finding that people are not taking advantage of the community fitting suits incorrectly. This mini-guide seeks to address a couple of exploits that Scouts can take advantage of.
Some Words on Builds and Metagaming
Most people have been making map-specific fits (and they should) which have opened them up to predictive meta-gaming to a degree that you usually won't see. I'll briefly summarize what builds you should be running into and how we should be building to optimize our outcomes. Some of this you might not agree with... too bad.
We'll be using a Mass Driver, a breech SMG, Remote Explosives, an Armor Repair Module, Shield Extenders and a Kinetic Booster. Our role is to be multipurpose, REs can eliminate tanks or rear-spawning clone facilities, Boosters allow us to get from one place to the next rather rapidly (and also make us difficult to hit), while Shield Extenders and a ARM allow us some flexibility in engagements and longevity between fights.
But Norbar... why the Mass Driver? Isn't it a **** weapon?
No, it isn't. Most people train up Mass Driver Opperations 1 and stop there because they want to see how the gun works and then end up hating it. If they'd stick with it and actually boost the related skills, they'd have a very fine weapon. The MD does a lot for us: It lets us point in the general direction of our enemy instead of being forced to aim, it breaks though almost all shields in one hit or near-hit, it is a short-clip weapon (we can use all of our explosives in about the time it takes to reload an AR), and perhaps most importantly: it is unaffected by Strafe Wars.
In fights, you are almost never going to engage something or someone head on. You're a scout. Your asset is speed and a small sig radius. Get on the flanks or the rear and let assaults, heavies, and tanks do the grunt work. Supply Depots are going to be your friend because Mass Drivers don't have a lot of ammo by default.
V. Scouts
The predominant build for scouts right now goes back and forth between a "Run-n'-gun" anti-vehicle scout that packs a SMG in the light slot and a more aggressive anti-infantry build which uses a breach AR and burst scrambler pistol.
Against the AV Scout we have a really good matchup assuming that you're not using the same build, or some other iteration designed to take down vehicles. SMG ranges are currently a joke which is why a competently built scout will win this fight... just outmaneuver the AV build with evasive movement until their SMG clip is fairly depleted and then turn around and fire off a few bursts with our SMG to deplete shields and potentially kill them. Always move directly towards the aggressor because you can take the last hit with Melee. I find that a lot of people don't utilize Melee even though it does a pretty hefty level of damage.
The ARSP scout is a much more difficult match up because outranging him is not a choice. The AR is too well balanced at all ranges on Plateau. Get too close and the burst scrambler will kill you in one shot. Hiding around corners will generally result in grenades exploding and killing you. You'll find that you run into this same problem with the assault loadouts that dominate the metagame. It's a good thing that we have our stock solution to the hardest matchup as our main weapon: The Mass Driver. Sprint around and avoid fire as much as you can, it takes 2 bullets from a CreoDrone to break your shield. When the shots die out, turn around and pepper the ground around your opposition. Strafe wars don't help against massive explosions 4m in diameter. Your support skills are very important here because they are what make the Mass Driver work. You can chance it if you want and swap to your SMG if you think you can finish the kill, but if your judgment is even a sliver off then you're probably going to die.
V. Assault
The dominant assault spec right now is to run an AR with a combination of shield extenders, armor repairers, plates, grenades, a nano-hive or a drop-uplink, and usually an SMG if the user has skilled up high enough to offset the CPU/PG requirements of this complex build. Sometimes they will run Remote Explosives to spawn camp.
As I said in the "v. scout" section: this is by far one of the hardest match ups we have. Assault suits have greater mobility than a heavy suit and just as much firepower. The same tactics apply to this match up as they do against the ARSP: do not engage frontal. You must use guerrilla tactics. Retreat and fire, retreat and fire. Alternate between sprint and run to make aiming at you difficult. Do not run in a straight line. Your goal in this fight shouldn't be to win, it should be to live and get away.
V. Heavies
Heavies are awkwardly positioned right now because of the heavy nerfing that took place on the HMG and the Swarm Launcher (I'm in the open lol). To this end, most heavy players have decided that it's their new favorite past-time to load up an Assault Rifle and shoot at infantry all day. This is probably why more and more pilots have started getting into higher-end tanks and wreaking games: Heavies aren't being Heavies... they're playing like beefy assault guys.
This does pose a problem for us though. Heavy suits have a default armor (as long as they're not militia suits) of around 800 HP. Their shields recharge wickedly slow though. Against AV heavies your best bet it to engage at medium range with that Mass Driver. It'll keep you out of range of the SMG or Burst Pistol they have in their sidearm slot thus making you pretty much immune to damage... the problem comes in when you fight an assault wanna-be.
Continued: |
Norbar Recturus
Algintal Core Gallente Federation
119
|
Posted - 2012.07.11 13:22:00 -
[3] - Quote
Fighting a heavy assault (as I've started to call them) is more of a chore than anything else. Try and find some cover to use. Come in and out of it as you fire the Driver. Set up a remote explosive while your opponent isn't paying attention and try and lead them to "break the corner" and then detonate.
Vehicles
This build has no outs to dropships, but anything on the ground is highly vulnerable to remote explosives. Sprint in a zig-zag to the target, drop two charges, boom. If it's not a very well fit Sargaris or Marauder it's going to explode. I wish there was more to say here, but there really isn't. Just don't get seen as you approach and most tank operators aren't going to care much about you. They should. But they won't.
In Closing
The Scout's role should always be to break through the enemy lines and get intelligence, set up AFPs (advanced forward positions), and generally function as that guy who makes the game harder to win. Assault troops are really good at holding points, and heavies are really good at killing vehicles. Stick to what you're good at and you'll do fine. Sure, your KDR might not be 23/3 or something foolish... but you'll probably win, and when the game goes LIVE that's going to be more important than killing 20 random fools. |
Norbar Recturus
Algintal Core Gallente Federation
119
|
Posted - 2012.07.17 05:00:00 -
[4] - Quote
Hello Gentlemen!
I recently finished a pretty in-depth review of LAVs in the feedback forum. If you wouldn't mind taking a look at it and dropping your two cents, it would be appreciated. The LAV is really the Scout's vehicle of choice. Do our class a favor and make sure it gets the attention that it needs from the developers!
Damn forum won't let me post the link so I leave it to you gentlemen to find it.
Stay Frosty.
-=Norbar=- |
Norbar Recturus
Algintal Core Gallente Federation
119
|
Posted - 2012.07.23 16:18:00 -
[5] - Quote
Hey guys, Norbar here Again...
I just finished testing out a lot of things which are pretty important to the Scout, namely SMGs, Turn Speed, and Explosive Projectiles. The Feedback thread can be found at https://forums.dust514.com/default.aspx?g=posts&m=214736 Your additions to it would be most welcome. (The input may not contain HTML. QTWF
If you get there before I finish posting the "Turn Speed / Explosive Projectiles Section" please don't be afraid to comment on the SMG section! |
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