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SoCal Ninja
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Posted - 2012.07.07 08:01:00 -
[1] - Quote
Introduction Hello! My name is SoCal_Ninja, you may have seen me around the forums or in-game or in other games (I play a lot of different ones). I figured I'd make a place to really dig into the scout class because I'm curious about how people use it and what minds brighter than mine have to say about it. I hope that this thread gets a bumping with your thoughts and exploration of the scout class, and I can't wait to see what you guys contribute! Also, to be totally honest I'm looking for like-minded players for a future special project, but that's just a side thing. The main task is to getting people talking about scout.
Alrighty, this thread is for the discussion of the *cough* most awesome *cough* dropsuit around, the scout dropsuit. The purpose is to nail down stats, loadouts, and tactics available and discuss bugs or stat errors. Please be constructive, thoughtful, and precise with your feedback and contributions, when possible get exact stats as well. Okay let's get this going.
Also, don't forget to like this post cause this was a lot of work, thanks!
The Stats These links will take you to the google document pictures of the tables I have made regarding each weapon, equipment, dropsuit, or module. These tables are based on the tooltips found in game so they may have discrepancies from their in game stats (if you find them let me know). But these tables also contain other stats that I included myself, like weapon DPS, damage per clip, comparison between base stats and maxed SP stats, etc. I hope you enjoy them, and feel free to leave comments in the picture's comment section.
***If the images are too small for you right click and select "Open Image in New Tab".*** Weapons
Equipment
Dropsuits
Modules
- Armor Plates
- Armor Repairers
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SoCal Ninja
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Posted - 2012.07.07 08:01:00 -
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Loadouts Look to the submitted loadouts to get a template if you're having trouble.
Submitted Scout Loadouts
Submit your Tactics
Submitted Scout Strategies
List of Statistical Errors for CCP
- Remote explosives is not a 500 meter radius
- Breach Shotgun type never increases its value and stays at its base cost of 1,650 ISK even at prototype level.
- Ni4Ni Venix - Tooltip describes guns as using "Clips" not magazines (it's okay I went and googled the difference too)
- Not a stat error but sprinting is animation cancelling melee attacks allowing you to melee much quicker
- I believe the PG stat for type-II scout suit is off.
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SoCal Ninja
260
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Posted - 2012.07.07 08:11:00 -
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Maps
Stacking Penalty For those of you trying to figure out the effect of multiple modules of the same type here is a little chart for you to use.
1st module = 100% effective 2nd module = 87% effective 3rd module = 57% effective 4th module = 28% effective 5th module = 10% effective 6th module = 3% effective
LAV Guide by Norbar Recturus If you are a real speed demon, than you may be interested in seeing what the LAV can offer to a scout focused player. Norbar Recturus has a great summary of the LAV located here:
LAV guide by Norbar Recturus |
SoCal Ninja
260
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Posted - 2012.07.07 08:44:00 -
[4] - Quote
Relyt R wrote:shotguns fire 12 pellets
Thank you! Man that helps a ton. Gonna update that as soon as I get a chance. |
SoCal Ninja
260
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Posted - 2012.07.07 14:27:00 -
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Added Objective Guerilla Defense/Distraction by Shutter Fly loadout from an older thread.
Post your loadout on the thread to get it put up as well :D |
SoCal Ninja
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Posted - 2012.07.07 21:48:00 -
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SteelDark Knight wrote:Thanks for putting this together SoCal.
No, thank you for the kind words :)
Updating the stat section description to be clearer. The tables are what the marketplace/fitting tooltips describe. There has been a number of reports about the tooltip not being accurate, as well as a couple holes in my tables that I need some help filling.
Also, here is a new tactic. This one is my personal favorite for assaulting Skirmish atm.
Solo Stealth Infiltration and Key Uplink Placement for Plateau by SoCal_Ninja |
SoCal Ninja
260
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Posted - 2012.07.07 22:32:00 -
[7] - Quote
Shotguns updated to include 12 pellet rounds and base their other damage calculations on that. Note: that is the damage if ALL pellets hit. Just a heads up.
Also, adding to the statistical errors that the Breach shotgun does not increase in ISK cost |
SoCal Ninja
260
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Posted - 2012.07.07 23:50:00 -
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Ni4Ni Venix wrote:Add to the errors that none of these weapons use "clips." They all appear to use magazines or are belt fed.
Went and looked up the difference. I thought it was just different names for the same thing, guess not. I'll put it on the list, but I don't think I'm gonna be changing all my tables to say "magazine" because its quite long, and if I write "Mag" I might get written off as a MAGott :P JK
Maybe I'll change it if I ever end up needed to do a massive overhall on the tables. |
SoCal Ninja
260
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Posted - 2012.07.08 00:45:00 -
[9] - Quote
Just added Reasons to Engage a Heavy by Garrett Blacknova to the list of strategies. Good words for picking your fights against the fat-suit (heavy nickname given with affection ;) ) |
SoCal Ninja
260
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Posted - 2012.07.08 02:07:00 -
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So i'm curious, has anyone noticed a disconnect between shotgun firing animation and the true rate of fire. Sometimes it seems like I'm able to fire off a shot before the animation is ready. I have to do more testing, but i was just curious. |
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SoCal Ninja
260
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Posted - 2012.07.08 02:45:00 -
[11] - Quote
RolyatDerTeufel wrote:my scout fit:
FailFit
Please expand sometimes even disgruntled posts can provide information, that's only if you know something about the suit in general though. Seems to be a lot of people angry at the scout suit which really makes no sense to me. But please, this is an invitation to not be a troll, be constructive and we can be buddies. Pretty simple deal :) |
SoCal Ninja
260
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Posted - 2012.07.08 09:42:00 -
[12] - Quote
Beta Phish wrote:Using the Scout suit takes NO SKILL because of the broken shot detection & for some stupid reason high Shield regen was given to this 'default Sniper class'.
I'm thrilled that you have discovered a nack for scout suit and that you require no additional practice to better yourself in the dropsuit.
Some peope generally find a learning curve because it takes a lot of getting use to the fact that you lose about 70 HP from the get go for about a 10% increase in movement speed (half a meter per second.) and like you said the shield regen. The normal scout user must compensate with this by gaining the skill of dodging in and out of cover and avoiding direct conflict. Then the scout must learn that direct sustained fire will burn through your advanced shielding extremely quickly, scouts have to be the most conscious of the battles that they put themselves into. Many players have to learn the skills needed to exit firefights correctly, or to flank appropriately while giving enough time to let your signature go down so they can't track you via mini-map. As you can see many scouts may need some help to learn the SKILL necessary to play the suit effectively.
As for the scout being considered just a 'SNIPER CLASS' that's not true, because like all dropsuits you can equip a variety of items in your slots to get a vary unique build that caters to your specific play style. I would never call an assault suit just an AR class or a heavy just a HMG class, the real thinkers of this game defy traditional roles and do wild things. |
SoCal Ninja
260
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Posted - 2012.07.08 09:48:00 -
[13] - Quote
RolyatDerTeufel wrote:SoCal Ninja wrote:RolyatDerTeufel wrote:my scout fit:
FailFit Please expand sometimes even disgruntled posts can provide information, that's only if you know something about the suit in general though. Seems to be a lot of people angry at the scout suit which really makes no sense to me. But please, this is an invitation to not be a troll, be constructive and we can be buddies. Pretty simple deal :) I'll give you one i use kinda often: Cause i have like 15 different scouts i use. FIT NAME: Interceptor Type II Advanced Scout 2 proto speed mods advanced AR standard pistol 1 complex shield extender 1 enhanced I called my super armor regen scout the fail fit, but this Interceptor is awesome, sprints at 9.7 m/s If you ever see a scout hauling ass then that's me lol
Terrific! Thanks for the contribution! I'll through your loadout on the thread. This sounds like a very cool AR build. Speed is always a valuable asset, and I'm sure you always switch to pistol while running to go even faster right? |
SoCal Ninja
260
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Posted - 2012.07.08 10:04:00 -
[14] - Quote
Alright, new loadout for the speed racers among us.
Interceptor by RolyatDerTeufel
If you have a hankering for running super fast and ARs this might be your kind of loadout. Also, don't forgot to post your own scout loadout and I'll put it up as well. Just please include a paragraph or two on how you play it and what it's good for. Thanks! |
SoCal Ninja
260
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Posted - 2012.07.08 16:21:00 -
[15] - Quote
Just found the stats for the module slots for the drop suits I was missing. Will update that when I get home thanks to BorrowedTime TM for his post on a different thread |
SoCal Ninja
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Posted - 2012.07.08 23:55:00 -
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Updated the stats for Dropsuits table with the correct module/equipment numbers as well as fixed the DPS stat in shotgun. It was being incorrectly calculated off the reload time of one bullet instead of the time to reload an entire clip. Looking into adding more loadouts to the guide now. |
SoCal Ninja
260
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Posted - 2012.07.09 02:11:00 -
[17] - Quote
Like, Like, and Liked again for the bumps gentlemen as well as the kind words. |
SoCal Ninja
260
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Posted - 2012.07.09 02:38:00 -
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Post your loadout ReGnUm, I'm always curious what the "strongest scout" is wearing. ;) |
SoCal Ninja
260
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Posted - 2012.07.09 03:15:00 -
[19] - Quote
This is a beta, the point is to take a good hard look at stats and configurations. While typing out those stat tables I've run into a couple of numbers that seemed off, and we need to explore it to find out what is broken and needs fixing. Let go of your pride a for a bit and realize that this is a testing zone for players to provide feedback on the game.
I don't mind telling my strategies and my loadouts, why? because I made them. I know them better than anyone else, which means I also know how to beat them. Go read my tactic for attacking skirmish on plateau, in it I describe my strategy, and then describe how you would beat it. I tell you where I lay uplinks and my routes, but I'm aware to my weaknesses and know how to change my tactic on the fly.
The only way be on the cutting edge of tactics in a game like this is to learn how to adapt to the people who figured out your last strategy. Otherwise you get stale. |
SoCal Ninja
260
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Posted - 2012.07.09 03:22:00 -
[20] - Quote
Blunt Smkr wrote: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
Thanks Blunt Smkr for your contribution(didn't think I'd say that sentence ever),
I'm gonna be putting this loadout in under the name "Run and Gun". Seems like a great SMG-focused class. I could see this being not so fun to get into CQC against. I'd love to give this one a try myself.
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SoCal Ninja
260
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Posted - 2012.07.09 04:57:00 -
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Veigar Mordekaiser wrote:Hey So_Cal, remember me from MAG? I was KatuXiK, I think we were in BYP together
Considering I don't know what BYP stands for I probably wasn't apart of that clan, or if I was I don't remember it. I was in MAG though, I think I bounced around through a couple clans, including 3C and V-C. But i left the game pretty quickly and went to DCUO. So far it's been disappointment after disappointment, so I'm really counting on dust to break my streak lol.
If you do really remember me, I feel bad haha.
Okay, drafting up the two loadouts now you guys posted now. |
SoCal Ninja
260
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Posted - 2012.07.09 05:32:00 -
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RolyatDerTeufel wrote:SoCal Ninja wrote:Veigar Mordekaiser wrote:Hey So_Cal, remember me from MAG? I was KatuXiK, I think we were in BYP together Considering I don't know what BYP stands for I probably wasn't apart of that clan, or if I was I don't remember it. I was in MAG though, I think I bounced around through a couple clans, including 3C and V-C. But i left the game pretty quickly and went to DCUO. So far it's been disappointment after disappointment, so I'm really counting on dust to break my streak lol. If you do really remember me, I feel bad haha. Okay, drafting up the two loadouts now you guys posted now. Quick question, who do you play on running with for Dust?
I'm drafting a small squad of exceptional scouts to be used in dust as special ops for larger clans. I'm focusing my efforts on creating the tightest group of 6-10 guys for advanced team strategies, and hiring myself out to Dust corps. Also, I will be selling my strategies and council to clans. Basically you can think of me as a consultant :) |
SoCal Ninja
260
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Posted - 2012.07.09 05:57:00 -
[23] - Quote
Newly Posted loadouts :)
Rearguard Charged Sniper Loadout by Norbar Recturus
SMG Run and Gun by Blunt Smkr
also, I 'like' every post that contains a loadout from you guys... small thing i know, but I just thought I'd mention it.
All in all, I'm super excited that this thread is going well. If you guys have any suggestions for things I could change go ahead and post them :) |
SoCal Ninja
260
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Posted - 2012.07.09 08:47:00 -
[24] - Quote
Gilbatron wrote:any chance i can get the raw data for the tables ?
hmmm let me see what I can do. I work on a Mac so my spreadsheet is in the .numbers type and doesn't translate well, but I'll take a look at the export options and see if I can do something about that. |
SoCal Ninja
260
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Posted - 2012.07.09 15:28:00 -
[25] - Quote
haha yeah, making this thread kinda painted a huge target on myself. I'm still in standard equipment, with an advanced shotgun, so people kinda tear me apart. Especially since I've been gone from the game a week or so to work on this guide.
It's very clear to me that Plateau is NOT a shotgun map, just about every fight ends up being mid to long range and I have to get creative to close the distance to get a kill. I'm really missing Communication and Biomass haha. |
SoCal Ninja
260
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Posted - 2012.07.09 15:36:00 -
[26] - Quote
STB-stlcarlos989 EV wrote:You guys forgot to mention the scout's biggest weakness... Running into Me .
Haha, see now I actually don't want people to write this post off as just chest-beating because carlos has a point. The way carlos plays is very anti-scout. He is very good and leading scouts into the open and keeping distance between him and the attacking scout. He baits his enemies around corners, and will run from a fight to get a better position. Carlos is a skilled assault player and the best way to really deal with his tactics of baiting are to run the opposite way and try to disappear for a flanking strike. |
SoCal Ninja
260
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Posted - 2012.07.09 15:40:00 -
[27] - Quote
Gilbatron wrote:SoCal Ninja wrote:Gilbatron wrote:any chance i can get the raw data for the tables ? hmmm let me see what I can do. I work on a Mac so my spreadsheet is in the .numbers type and doesn't translate well, but I'll take a look at the export options and see if I can do something about that. i think i can live with the mac files...
I converted it to excel, and uploaded it here
You should be able to download it by click File>Download. I don't know if the conversion worked well but it's what I was able to do for right now. |
SoCal Ninja
260
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Posted - 2012.07.10 09:45:00 -
[28] - Quote
What the heck!? thread resurrected?! |
SoCal Ninja
260
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Posted - 2012.07.10 15:03:00 -
[29] - Quote
bump to get this thread going again. |
SoCal Ninja
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Posted - 2012.07.10 20:46:00 -
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Alrighty, all links are live again. With the exception of the spreadsheet file I shared in a post. That I deleted as Im certain that was a factor in why this thread was locked recently. |
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SoCal Ninja
260
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Posted - 2012.07.11 05:03:00 -
[31] - Quote
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
I put your comment in the thread. Good advice for dodging, but I also put my two cents in advising against the rushing them tactic you provided. |
SoCal Ninja
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Posted - 2012.07.11 05:08:00 -
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Aaron Atreides wrote:SoCal Ninja wrote:bump to get this thread going again. I second that bumb SoCal. I don't know about you, but since Dust came out I have not touched DCUO at all! Good job on the scout suit, its looking like a great thread my friend. Keep up the good work.
I haven't touched DCUO since earth was released. Got bored after easy-mode lightning dps. Anyway, thanks for the bump. Can you email me at [email protected] though? I really have been wanting to talk to you. |
SoCal Ninja
260
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Posted - 2012.07.11 06:58:00 -
[33] - Quote
Shutter Fly wrote:Just stopping by to drop a like and say that I will continue to contribute to this guide.
I'm currently working on what I think will be the first fitting completely based around using the nova knife as a primary weapon. I should have all the necessary skills completed by the end of the upcoming weekend so that I can test it. I'll be sure to post it here immediately if it works out as planned.
On a related note, does anyone know if the knife is effected by the damage buffs from the Weaponry skill? That extra 15% damage could make a huge difference on a fully stacked knife.
EDIT: A difference of around 50 damage if my damage calculations applied the buffs correctly. About 550 HP without the 15% from Weaponry, around 600 HP with the 15%. That is using Knife Handling lv.5, 3 Complex Myofibril Stimulants (stacking penalties included), and Weaponry lv.5.
Weaponry has to do with handheld weapons I believe. I know that it doesn't have an effect on melee or grenades. This means that due to stacking penalties, the max melee damage you can get is 560.2 hp. That's with stacking 3 complex myofibril stimulants. But if you practice a little trick that could be a huge amount of damage. sprinting can sometimes cancel your knife animations. So if you alternate L3 and R3 at the right rhythm then you can knife incredibly quickly. Absolutely let me know how that build goes. I'm incredibly curious about it. |
SoCal Ninja
260
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Posted - 2012.07.11 07:06:00 -
[34] - Quote
Just posted the Quicker Knifing by SoCal_Ninja tactic on the thread about the way to quick knife by alternating L3 and R3 |
SoCal Ninja
260
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Posted - 2012.07.11 16:45:00 -
[35] - Quote
Wonderful new guide, Norbar's Guide to Meta Engagement by Norbar Recturus, Everyone should check out his words of wisdom. |
SoCal Ninja
260
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Posted - 2012.07.11 18:58:00 -
[36] - Quote
Vaas Edi wrote:I personally love the Mass Driver. While not particularly effective in a 1v1. I find that it works well if you stay out of the direct fight and let your team mates tank/apply damage while you rip through shields and kill strafers. Also its a great ambush/guerrilla weapon I have found myself in fight where my teammates were getting out strafed by an assault/scout with little health left I fire one round from a MD and boom no more strafe scout.
Low ammo count : Nanohives help with that if you can get/ stay out of the direct fight. Short range : MD have a rather short range being grenade launchers, so hide around corners, ambush, RUN (prolly the most important). Use the terrain to your advantage, hills, low spots, obstacles and such are your best friend.
I use the basic MD and have put no SP into skills for it and still find it very effective if used correctly.
I would love to see a squad of 2-4 people with Scout MD's. Used as a QRF (quick response force) I think they could be very effective at taking or retaking objectives.
I will post my fit when I get a chance (I'm at work atm). Also this is an excellent thread.
Thank you vaas. And i definitely agree with the squad tactic, i'd like to try it in game at some point. Maybe those of you who want to test this strategy out can email me at [email protected], we can get a private voice room and try to coordinate jumping into the same match together for some MD squad action. It's pretty easy to do, you just have to watch the player count and only jump when its an even number. |
SoCal Ninja
260
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Posted - 2012.07.11 21:33:00 -
[37] - Quote
Vaas I have added your comment on Norbar's guide in the Mass Driver segment.
As for Jack McReady, I have comment that you appear to be using the weapon incorrectly. The Mass Drive is about teamwork. You should never fight a battle alone while using it. It's not designed to win 1v1, but rather to help your team win 2v2, 3v3, etc.
As for your comment on the remote explosives, Norbar never said they were effective against well spec'd tanks. He specifically said low armor tanks. Leave the big stuff to the swarm launchers and forge guns. Destroying a CRU with RE seems like a waste of RE to me, and it only takes 2 to destroy a militia-standard tank. As for the tank running away from you, that's what it should be able to do. It's also why you lay them ahead of time. Even though everyone uses RE like grenades, they are still mines and are best used as a trap. |
SoCal Ninja
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Posted - 2012.07.12 00:50:00 -
[38] - Quote
ETEREX wrote:I just wanted to say 'THANK YOU SoCal_Ninja!' for the awesome post. This info is a tremendous help. I hope CCP gives you some creds.
Well they tried locking it once... does that count? haha, it's all good though, glad they reopened it. Also, you're welcome. I do it because I like to encourage people to be smart and take an active role in beta testing. We can't let the trolls have all the fun, now can we? haha.
Baal Roo wrote:I've been running scout for about a month now, here's my build
Purpose: Low cost Anti-Material
How to play: Avoid direct confrontation with infantry. When in doubt, sprint for cover. This build is designed to get you into position as quickly as possible to deal with enemy vehicles, or quickly take objectives or installations when you catch the enemy out of position. It's all about speed, avoidance, and being a constant irritant, while maintaining an overall low ISK overhead.
Cost: 11,850 ISK
CPU/PG: 144/28 (obviously dependant on what CPU reducing skills you've trained)
Dropsuit: Type-I
Light Weapon: CBR7 Swarm Launcher
Sidearm Weapon: SK9M Breach Submachine Gun
Grenades: NONE
Equipment Slot 1: Militia Nanohive
High-Power Module 1: Basic Shield Recharger
Low-Power Module 1: Militia CPU Upgrade
Low-Power Module 2: Militia Cardiac Stimulant
Thanks for the loadout Baal Roo! this is really a must have loadout for every scout. It's low cost, low SP demand, and is necessary to help the team when the skies are red. I definitely prefer a scout with a swarm launcher than a heavy with one, but that's just personal opinion. |
SoCal Ninja
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Posted - 2012.07.12 00:57:00 -
[39] - Quote
Update on the thread. New loadout by Baal Roo. This ones all about being quick and making things go boom.
Anti-Material Loadout |
SoCal Ninja
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Posted - 2012.07.12 03:32:00 -
[40] - Quote
Rorek IronBlood wrote:I'm actually impressed by the scout abilities the more I play as one. Scouts have a huge advantage over heavies more often then not and I'm only using BPO's on my loadout -- at the moment anyway.
I wanted to ask though if anyone else was having a problem in-game with the shotgun, by which I am concerned that the game itself is not registering hits. I'm also noticing that when I fire my shotgun whether due to the auto-aim, frame rate or a combination of the two that sometimes it feels like the game shoots just to the side of where I was aiming. It's weird really.
I am impressed though with the shotgun. More surprised by the extremely low ISK prices on the market for even the proto-types. Same goes for the SMGs too.
wait till you upgrade your rate of fire. It kinda bugs the shooting animation and allows you to shoot faster than your gun is animating... which makes the bad hit detection problem worse because it's hard to tell when the shot was fired and if your reticle was in the correct place or not. |
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SoCal Ninja
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Posted - 2012.07.12 04:56:00 -
[41] - Quote
Rorek IronBlood wrote:
Ah. So when I am able to slow my rate of fire that will actually help with reducing the latency? That is good to know, but CCP needs to fix the issue itself. Increasing the frame rate may actually help with this as well fixing the other issues as well.
Thanks, SoCal.
NP, glad to help. Don't take that one completely for fact though, I'm not positive about it, but i've just been experiencing that myself. |
SoCal Ninja
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Posted - 2012.07.12 07:09:00 -
[42] - Quote
Rorek IronBlood wrote:
Is the Type-II scout suit worth it?
I don't know, lets get into it though...
Here's the side by side.
Scout Type 1 / Scout Type 2 / Difference CPU: 110 / 121 / +11 PG: 30 / 22 / -12 Shield 100 / 70 / -30 Armor 90 / 135 / +45 Shield Recharge: 40 / 40 / 0 Movement Speed: 5.6 / 5.5 / -0.1 Sprint Speed: 7.8 / 7.7 / -0.1 Sprint Duration: 19.5 / 18.5 / -1 Stamina: 195 / 185 / -10 Light Weapon: 1 / 1 / 0 Sidearm: 1 / 0 / -1 Grenade: 1 / 1 / 0 Equipment: 1 / 2 / +1 High Slot: 1 / 1 / 0 Low Slot: 2 / 2 / 0
You give up 12 PG, 30 shields, a sidearm, and some speed, but gain 11 CPU, 45 armor, and an extra equipment slot. (Note... losing more PG than CPU gained seems wrong to me, could someone double check that stat. I feel like we may have found another stat error, that number should be about 3-4 to be balanced agains 11 CPU.)
now as far as survivability goes, I value the shields and speed more than the armor and equipment. But if you want utility, a scout can gain a huge benefit from that extra equipment slot. In my opinion, you just loose too much to not justify the gain, but I wouldn't mind having a class or two with this suit just incase you needed uplinks and nanohives, or some other combination for group support. I could see Type-II becoming the best low tier healer dropsuit. MD or AR, Nanohives, Nano Injectors, and some HP boosters would make you quite an asset to the team. |
SoCal Ninja
260
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Posted - 2012.07.12 08:42:00 -
[43] - Quote
Rorek IronBlood wrote:Well I have a number of passive skills I have dumped my skill points into too. Overall I'm happy with the Type-II, even if it is only marginally better then my Dragonfly armor. It has a combined thirty more points between shields and armor over Dragonfly which while meek can and has made a difference. The loss of the secondary module is of little concern to me as I am using a shotgun at the moment (or I could be a douche bag and use my proto-type AR.) As for the power grid and CPU again only marginally better then my Dragonfly, but when allocated with the loss of the secondary module I was able to equip a nonohive to this loadout, and with the shotguns more limited maximum ammo capacity can be both beneficial for myself, and my team. A win-win if you will. My shields are limited, but I managed to increase them to ninety-two, or ninety-seven (cannot remember right off the bat.) Still I am pleased with the suit. Unfortunetly I am less pleased with the statistics to the advanced variation of the scout suit. So I will be in no real hurry to spec up to proto as I'd rather pour more skill points into other passive skills.
My current load out:
Drop Suit: Scout Type-II Ligh Weapon: Shotgun Grenade: AV-grenade Support Module: Nanohive Militia Shield Extender Militia Plate Armor Militia Shield Repair
Could be better, but could be worse, and has proven to formidable.
Also I'm sorry I shot you in the back just a short while ago on that ambush game. You were outside the perimitter and begging to be shot. Also the lead guy on your team was a quick-scope jerkoff. Made me Brooklyn Rage!!!!
Haha, thanks for the loadout, I'll add it in. And yeah I was like... "Mother ******!" I was busy with the dang dropships that your team kept spawning. No one on our team knew how to fire a rocket launcher. Thought I was safe out in the middle of nowhere.
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*
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SoCal Ninja
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Posted - 2012.07.12 10:28:00 -
[44] - Quote
Blunt Smkr wrote: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
Oh I've seen it... |
SoCal Ninja
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Posted - 2012.07.13 20:57:00 -
[45] - Quote
Two brand new additions to the thread,
Skirmish Attacker Type-II Suit by Jack McReady Type-I vs Type-II by SoCal_Ninja, Rorek IronBlood, and Others
Enjoy! |
SoCal Ninja
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Posted - 2012.07.13 21:53:00 -
[46] - Quote
I think I'm gonna make a C3 channel for scouts to hang out in and meet each other. Let me know if this is something you guys are interested in. |
SoCal Ninja
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Posted - 2012.07.14 04:29:00 -
[47] - Quote
alrighty, we have a C3 channel. Search for "SoCal_Ninja's Dust 514 Scout Channel" password is: gallente |
SoCal Ninja
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Posted - 2012.07.14 04:45:00 -
[48] - Quote
C3 is a free teamspeak ventrillo or mumble like application that allows you to create channels and even be in multiple channels at the same time all for free. it's quite good. They have a link in the "Make beta testing easier, beta comms" stickied thread as well as steps to set it up. or you can just google it and download it. It's really simple to set up and a lot of dust players are picking up C3 as their voice platform |
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Posted - 2012.07.14 18:06:00 -
[49] - Quote
No problem. |
SoCal Ninja
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Posted - 2012.07.14 23:12:00 -
[50] - Quote
Thinking about putting up a comparison discussion talking about the different types of drop uplinks and nanohives so that you can pick what's best for the job. |
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SoCal Ninja
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Posted - 2012.07.15 07:59:00 -
[51] - Quote
woohoo! Thanks guys for the new loadouts and stat discussion... I'll be adding it all in the front page soon. |
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Posted - 2012.07.17 04:53:00 -
[52] - Quote
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!
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SoCal Ninja
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Posted - 2012.07.17 05:37:00 -
[53] - Quote
Okay, sorry again for the slow addition time, but I've just added 3 new loadouts to the thread.
Happy min/maxing everyone! |
SoCal Ninja
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Posted - 2012.07.17 05:39:00 -
[54] - Quote
Norbar Recturus wrote: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=-
Here's the link :)
Also, I just added your thread to my guide so that everyone can see it :) |
SoCal Ninja
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Posted - 2012.07.17 06:28:00 -
[55] - Quote
They need to go the Killzone route. Make it an equipable item. Keep it how it is now, but maybe fix the registry a tad. Then add a slightly longer swing time as well. Then make it so if you choose so you can pull out exclusively the knife for quick jabs if you are sneaking up on someone. |
SoCal Ninja
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Posted - 2012.07.17 06:51:00 -
[56] - Quote
Rorek IronBlood wrote:SoCal Ninja wrote:They need to go the Killzone route. Make it an equipable item. Keep it how it is now, but maybe fix the registry a tad. Then add a slightly longer swing time as well. Then make it so if you choose so you can pull out exclusively the knife for quick jabs if you are sneaking up on someone. Maybe, but KILLZONE3 screwed it up, and over dramatized the whole experience. If that is the case just make it more or less like either Counter Strike or Battlefield3 then. Edit: I think it would be cool to do away with the knife almost and give us stock butting! Weapon flogging, and pistol whipping! Edit+: You know what? Screw it! I want my super beefy Power Armor and chain swords! Give me WARHAMMER40K!!!
Yeah, only played Killzone 2. It just makes more sense to me if you have to equip your knife in order to kill someone with it. Just getting a side swipe cut on someone shouldn't kill them. |
SoCal Ninja
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Posted - 2012.07.17 07:42:00 -
[57] - Quote
Johnny Guilt wrote: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!
this sounds like a bad scout build,doesn't optaminze the scouts strengths, i cant see anyone doing this honestly. 230 armor and 117 shielding is practically nothing when you still killed by everything in afew hits.
Exactly, you get far greater return from shield stacking or sprint speed or both. |
SoCal Ninja
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Posted - 2012.07.17 20:53:00 -
[58] - Quote
Daddrobit wrote:I have a question about your DPS stats.
Prior to this, I had done charts for most of the weapons myself, and while most all of the data matched up, DPS seemed off to me.
Take the Ishukone Assault smg for example. You place it at 243.2 minimum. Yet I find it at 282.9? So then I tried seeing if you weren't adding in base weapons of %5 and smg op of %25 and just used the true base damage, but then I came out to 217.6.
I found other weapons to be off in dps as well. Are we just using different algorithms? Do skill multipliers work differently than I had previously thought?
Here's mine.
Base damage multiplied by any skill multipliers to find damage per hit increase. Add to base damage.
ROF divided by 60 to find the number of rounds fired in a second. Multiply that by the accuracy to see how many hit. Then multiply that by the damage to see the DPS.
Example:
X~~ = number is repeating
Base skill multipliers:
Weapons 1 for %5 Smg op for %25
Total: %30 multiplier
24*.3=7.2 24+7.2=31.2
1052.6/60=17.543~~ 17.543~~*.517=9.069903~~ 9.069903~~*31.2=282.980984
282.9 DPS.
Other than that, awesome thread, tons of useful stats. +1
My DPS is run a little differently and assume that you hit with every round. I'll get into addressing the other differences with you, but I'm kinda busy today, and have a backlog of loadouts that need to be added in. Thanks for taking a look at them though, they were in trust kinda a rushed job. |
SoCal Ninja
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Posted - 2012.07.18 02:00:00 -
[59] - Quote
Also, I'm accounting for reload time in my equation. And I only do the calculation for one round or clip, because max ammo varies between the guns enough to make some guns have an inflated DPS |
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Posted - 2012.07.18 05:38:00 -
[60] - Quote
RolyatDerTeufel wrote:SoCal Ninja wrote:
Exactly, you get far greater return from shield stacking or sprint speed or both.
10.36 m/s fastest a scout can go. i love it, and when the reset comes i'll feel like a turtle..
I've always wondered about sprint speed. Is that stat for a typical weapon sprint or is it for your max sprint capacity i.e. carrying RE, Drop uplinks, or nanohives. Because your run speed depends on what you have in your hands.
Obviously not a question for you, but just thinking aloud. |
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SoCal Ninja
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Posted - 2012.07.18 16:27:00 -
[61] - Quote
alright, later today, I'm going to start discussion for how to win ambush. |
SoCal Ninja
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Posted - 2012.07.18 21:56:00 -
[62] - Quote
Should already have the max stats in the scout dropsuit table. But it will have a decimal and i'm not sure if it rounds up or down. |
SoCal Ninja
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Posted - 2012.07.18 21:58:00 -
[63] - Quote
RolyatDerTeufel wrote:SoCal Ninja wrote:alright, later today, I'm going to start discussion for how to win ambush. Have a tank on a hill (Pokey Dravon's) + SoCal Ninja's scout suit with shotgun that match was horrible for me.. lol
Really? I could have sworn I don't do well against your SMG. |
SoCal Ninja
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Posted - 2012.07.18 23:35:00 -
[64] - Quote
Naming conventions for Communications
Working 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... |
SoCal Ninja
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Posted - 2012.07.19 00:09:00 -
[65] - Quote
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 |
SoCal Ninja
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Posted - 2012.07.19 02:21:00 -
[66] - Quote
crazy space wrote:where is the 3 low sprint speed suit fitting post?
wha, huh?? |
SoCal Ninja
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Posted - 2012.07.19 02:35:00 -
[67] - Quote
ah I see, in that cause yeah I'm usually pretty good at dodging RE (except when its thrown and activated right in my face in .5 seconds) and AR I either sneak up on or run away from. |
SoCal Ninja
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Posted - 2012.07.19 18:13:00 -
[68] - Quote
We now have repair tools :D |
SoCal Ninja
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Posted - 2012.07.19 18:44:00 -
[69] - Quote
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
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SoCal Ninja
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Posted - 2012.07.21 15:22:00 -
[70] - Quote
Sha Kharn Clone wrote:Went on the US server to try and find SoCal. Found him and am still picking lead shot out my scouts ass.
Credit where its due man your the only scout I have ever had a really hard time with. Wish you wernt on the US servers cos your better than me and I need to fight you more.
haha, yeah i've been practicing with shotgun a ton. I've learned that it's all about being the initiator of the fight. You get one clean full blast creodron shotgun round off and people dont usually stand a chance after. Also, It really helps to aim down the sight for your first shot. I use to exclusively fire from the hip because you move fastest that way, but the aim really improves the shotguns damage and likelyhood of hitting its target, especially since hit detection is a fickle beast in this game.
Glad I could play with you though. Generally I play US Communication Ambush, because shotguns are absolutely no good in Plateau, too long ranged. I'm starting to mess around in EU Plateau Ambush though, just cause a lot of betamax people are adopting that server, and I enjoy playing with them. |
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SoCal Ninja
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Posted - 2012.07.21 15:26:00 -
[71] - Quote
Kazeno Rannaa wrote:
I would be curious to see your skill set at this point in running your pro to suit.
I do have to say that you guys have put a crap load of work into the charts. Mind If I tap into the info for Assault and Heavy Suits?
Sha speaks very highly of you Socal, nice work. I look forward to being in the field with ya.
I'm got two brand new shotgun builds myself that should be going up soon, but they are for about 13 mill SP. And feel free to use my charts for whatever, as long as you don't breach NDA and you give me credit for them :)
And I will look for you in battle as well. This whole becoming a recognizable face is killing my game haha. Had one match were the other team made it their singular purpose to hunt me down and kill me. |
SoCal Ninja
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Posted - 2012.07.22 05:46:00 -
[72] - Quote
Garrett Blacknova wrote:I pretty much run EVERY Scout fitting I create with a Stamina recovery module. It doesn't give me actual infinite stamina, but it's not far off.
And they've specifically stated that in the next build (which is next month, and according to at least one dev post this weekend, EARLY next month) there will be an 8-second delay before you can suicide, and when you're down, you'll be able to see the location of any nearby friendlies who are equipped with Nano-Injectors. Also, anyone with a Nano Injector will be given a HUD marker to show the location of downed teammates. I don't (personally) think the Nano Injector is the best option for a Scout though, since you have to choose between that and the Repair Tool. If it's one or the other, I'd prefer to KEEP someone alive rather than just reviving them when they go down, particularly when the Nano Injector has an ammo limit and the Repair Tool doesn't.
yeah, medic scouts are shaping up quite well. Although I think when the game goes live I will be running nano injectors AND repair tool. I'll be having a teammate carry around the nanohives that I normal have in my loadout. Lesson I learned from MAG is it doesn't matter how good you are, if your enemy keeps reviving your going to go down. |
SoCal Ninja
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Posted - 2012.07.23 06:18:00 -
[73] - Quote
Rorek IronBlood wrote:Alright. I did get some time on this evening actually. I had two horrible matches out of the three I was able to get in before getting off. However I wanted to say thank you to, Garrett Blacknova. It is true that you can actually heal yourself with the repair gun/tool. So thank you for heads up and insight. Proved very useful. I also tweeked around with another build one you all may want to try out and play around with. Not just a mockup, and one most can obtain early on with probably around four million and less skill points seeing how I have about seven and a half million skill points now (I know not many skill points considering the build right?) So anyway I hope you all enjoy this build and I garuntee it will be more useful still in the coming august build.
Personally I love the name, and acronym.
Name: Emergency Medical Scout (The E.M.S.)
Dropsuit:
Scout Type-IIWeapons: ShotgunEquipment: Repair Gun/ToolNanite-InjectorsModules: Shield ExtenderArmor PlatesArmor Repair I left out the grade to the equipment. However I find even with maximized CPU (Central Processing Unit) and PG (Power Grid) output that at most you can only go so far due to the limitations of the Type-II. However you can go above the militia grade equipment as usually it means the purcahses basic equipment is just slightly better, but requires less CPU and PG then their militia grade brothers. You can also swap the plates for two of the three cardio stimuli. The "red" one will not fit unless you also ditch the armor repair unfortunetly, but of course the more skill points you invest the less CPU overall the equipment will use. This is just the earliest build you can achieve for the proper E.M.S. -- all depending of course.
having a repair gun now makes having armor repair modules redundant. I never used armor repair in the first place because I'd much rather have the mobility related upgrades, now even more so since I have a repair tool on just about every scout loadout because it helps the team.
It will be interesting to see how medics fair in this game. Being able to heal themselves is a huge advantage, not to mention the upgrades to the UI will make reviving allies very easy. A good medic could end up being the hardest thing to kill in the game. |
SoCal Ninja
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Posted - 2012.07.23 16:28:00 -
[74] - Quote
Rorek IronBlood wrote: Scout's are already the naturally fastest infantry units moving on the battlefield. The only thing faster is another scout pending on situations of course.
Not true, an assault needs only 1 complex kinetic catalyst in order to be on par with a scout while sprinting. |
SoCal Ninja
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Posted - 2012.07.24 17:37:00 -
[75] - Quote
Rorek IronBlood wrote:SoCal Ninja wrote:Rorek IronBlood wrote: Scout's are already the naturally fastest infantry units moving on the battlefield. The only thing faster is another scout pending on situations of course. Not true, an assault needs only 1 complex kinetic catalyst in order to be on par with a scout while sprinting. Again. Depending. Also you took a qoute and still fumbled here, SoCal. As I said pointed out even in this line -- " naturally" -- meaning that the scout is the fastests. You cannot yet increase base speed, and even if you wanted to used modules, and skills the scout will win. Let me prove this using what you said here. It only takes one complex kinetic catalyst for the scout to out sprint an assualt with one complex kinetic catalyst attached as well. Point is the scout is the fastest infantry unit "naturally". I even stated situations "pending" because, of the simple fact that everyone plays a little differently. You may run into someone who has more skills invested in their characters base stats, or has different modules equiped to out manuver you. Case in point the argument here is not necessary.
I was merely pointing out that, I believe you should play on your class's strengths. Yes a scout is naturally 11% faster than an assault in all movement. 11% is not much when you compare the base movement, and since you can't upgrade base movement anyway there is not much of a bonus to be had there. Base movement between assault and scout feels very close to each other. The advantage is in the sprint speed. It puts us naturally 1 complex module ahead of the other class. But to not play on the scout's advantages, i.e. speed, shield recharge, and shield strength, i feel like is to waste them.
The reason I called this quote out is because you seemed convinced that scouts were untouchable speed-wise, and therefore did not need investment in that line of SP. I'm pointing out that it's entirely possible to have assault be as quick as you are. To waste a slot on armor repair modules when you have a repair tool that is faster and more useful, is to allow your advantage over the other players to diminish. Not being able to outrun an assault suit is not worth the minor passive repair you get, because that assault suit has the bonus armor and shields that your speed was suppose to counteract. I don't believe in trying to cover your weaknesses as a class, it turns you into a mediocre, all around type, instead of the specialized killing machine that I prefer to be.
Again this is all preference, we are just two different approaches and that's fine. Just offering my opinion. |
SoCal Ninja
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Posted - 2012.07.24 18:08:00 -
[76] - Quote
Rorek IronBlood wrote:Well I'm sorry if I implied in some way, or made you feel that I felt that scouts were untouchable. I know they are not. So I apologise for that confusion, but I was going by the numbers. However another thing to point out is the player variable. As for the whole specialization, or jack-of-all trades player? You prefer to be a specialized player. A lot of people tend to follow suit. However when it comes to me? I'd rather be a jack of all trades, and allow my own skill as a player to fill the gaps in between. Which allows me as a player to fill many roles as the situations arises. This is just who I am though, and it works for me; just as being a specialized player suits you. At the end of the end of the day it comes down to the player (you) to find out what works for you. Which is not a bad thing. Why? Because, it allows for a morehesive team experience when grouping. You are specialized, but the team also needs players like myself. Players whom can fill an even more niche' role then specialized players. Take of it what you will. I just felt the argument was uneccessary simply because, I do not like to argue. I find it pointless and only seems to cause more problems. Plus I have to constantly defend myself everyday and it wears you thin.
I'm not sure when I started arguing... Simply stating how the game behaves as well as my opinions on the matter. You never needed to defend your position against mine. This isn't like other thread on the forum, you're allowed to have your own opinions.
I just find it odd that you lower your base speed and sprint speed with a armor plate module and then use up a space for an armor repair module when you already have the ability to heal using the repair tool. After all your module work, you actually become a base assault suit with +7% base movement, and -30 shielding, and x2 shield recharge. If it were me, I would replace the armor repair with an additional armor plate. This would allow you to capitalize on your true advantage over the assault suit, that x2 shield recharge. Every time you break LoS that shield would come back into play giving you protection, but the additional armor allows you to take more hits when your shields are down, then you can use the repair tool to give yourself the armor back and get back into the fray again. If you're going to go the route of decreasing your speed for a boost in armor, you might as well make it count by really skyrocketing that HP count.
If your not going to use your speed, use your recharge. |
SoCal Ninja
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Posted - 2012.07.24 18:43:00 -
[77] - Quote
Okay, that's what I was curious about. I always like to know why people pick things instead of what happens when they pick them. The latter being much easier to know, but meanless without the former.
And no worries, I don't take offense to posts on forums, most of the time people just feel they have to be aggressive to make people "get" their point faster. When in reality it's usually the calmer posts that generate the most understanding. |
SoCal Ninja
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Posted - 2012.07.25 04:05:00 -
[78] - Quote
Garrett Blacknova wrote:SoCal Ninja wrote:After all your module work, you actually become a base assault suit with +7% base movement, and -30 shielding, and x2 shield recharge. That sounds like it's a well-done hybrid build with an emphasis on shield tanking. I don't see that as a negative. In fact, in the right hands, it sounds like a rather deadly setup to me. You're saying it wouldn't work for you, and I think I'd probably struggle more than with my own builds, but that's because we have our own playstyles. Don't knock something because it's not your style. A heavy tanking Scout would be a nasty surprise when the target expects you to be squishy, and doesn't that deception play to the Scout's strengths too?
Yes, I believe I mentioned something about how it doesn't work for me, but if I only posted stuff that worked for me this thread would be a lot smaller. But I have to say that his build doesn't make him a tanking scout, but rather an assault suit without modules, which is rather squishy in of itself. Hybrid builds have their place, and I regret if I've been sounding too critically of this build, it was not my intention to come off that way. I was merely curious about using an armor repair when you already have a repair tool, especially when you could use that module space to really capitalize on covering your weaknesses like this build seems to do.
I would like to see a Fully Complex shield extender/Complex armor plate build though... That could be interesting if done right. |
SoCal Ninja
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Posted - 2012.07.29 05:13:00 -
[79] - Quote
ThatsThat wrote:Hey SoCal I think the stats on some of the Drop Suits may be off...I;m pretty sure the Standard Scout Type-II PG is off.
I'll look into, when I have time.
Rorek IronBlood wrote:Huh? Where has everyone been? Starting to feel lonely as scout.
Been super swamped, can't keep bumping this thread and i'm way behind on loadouts, It would really help me if you guys made your own google documents for that stuff, I really can't keep writing every single one out, doing spelling and grammar corrections, filling in the gaps, and making sure everything looks good. I haven't even been able to play all that much, probably just an hour this whole weekend. |
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