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Aaron Atreides
140
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Posted - 2012.07.10 16:09:00 -
[61] - Quote
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. |
PEEEEEEETREEEEEEEEEEEEEE
Seituoda Taskforce Command Caldari State
781
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Posted - 2012.07.10 16:11:00 -
[62] - Quote
SoCal Ninja wrote:WOAH! Thread has been unlocked and brought back... little strange but I'm not complaining. If a dev/GM could clue me into the reason for the lock in the first place maybe I could help make this thread a little safer or something. Anyway... back to theory crafting. Woohoo! 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".*** WeaponsEquipmentDropsuitsModules |
Blunt Smkr
Doomheim
62
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Posted - 2012.07.10 22:27:00 -
[64] - 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 |
SoCal Ninja
260
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Posted - 2012.07.11 05:03:00 -
[65] - 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
260
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Posted - 2012.07.11 05:08:00 -
[66] - Quote
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. |
Shutter Fly
Planetary Response Organisation Test Friends Please Ignore
26
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Posted - 2012.07.11 06:33:00 -
[67] - Quote
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. |
Rhadiem
Algintal Core Gallente Federation
496
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Posted - 2012.07.11 06:51:00 -
[68] - Quote
welcome back |
SoCal Ninja
260
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Posted - 2012.07.11 06:58:00 -
[69] - 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 -
[70] - Quote
Just posted the Quicker Knifing by SoCal_Ninja tactic on the thread about the way to quick knife by alternating L3 and R3 |
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Jack McReady
46
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Posted - 2012.07.11 10:21:00 -
[71] - Quote
I wonder how you fight forge gun users. even the splash damage can one shot you. |
Sylwester Dziewiecki
Doomheim
83
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Posted - 2012.07.11 13:12:00 -
[72] - Quote
Jack McReady wrote:I wonder how you fight forge gun users. even the splash damage can one shot you. From the perspective of forge gun user the worst guys to shoot are those who hide behind the small hills - because it is impossible to shoot them in the legs(splash ground near them). They are well protected behind hills if they strafe a lot and stay away from top of the hill.
If you attacking heavy AFG worst think you can do is to stand betwen hill and you'r target,
In addition, if you go to close range prepare your self to keep jumping because Heavy will try to suicide him self just to kill you with splash. |
Norbar Recturus
Algintal Core Gallente Federation
119
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Posted - 2012.07.11 13:13:00 -
[73] - 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 -
[74] - 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. |
Sylwester Dziewiecki
Doomheim
83
|
Posted - 2012.07.11 13:44:00 -
[75] - Quote
Norbar Recturus wrote: 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).
SL is L-slot weapon, not H-slot. |
Jack McReady
46
|
Posted - 2012.07.11 14:43:00 -
[76] - Quote
Norbar Recturus wrote:mass drivers i dont agree about this weapon being good. it actually is bad. the splash damage is too low, if you miss a shot you have low chance to kill someone without another reload or weapon switch. the ammo count is low. the projectile speed is too low (thrown grenade is alot faster). I actually have alot of SP in mass driver on one of my characters and believe me, the weapon is crap. the maps are also designed in such a way that the mass driver is in a big disadvantage to pretty much all encounters. higher tier mass drivers are not much better then the lower tier ones too. the investment is not worth it.
you are also overestimating remote explosives. 5 RE wont kill a CRU. they will barely penetrate the shields of a well fit shield tanked vehicle AND if it is a sagaris the 5 RE will only do 70% damage to the shields. (and only when the tank stands still because the tank is alot fast then you thus will drive away before you even place the RE) |
SoCal Ninja
260
|
Posted - 2012.07.11 16:45:00 -
[77] - Quote
Wonderful new guide, Norbar's Guide to Meta Engagement by Norbar Recturus, Everyone should check out his words of wisdom. |
Vaas Edi
SVER True Blood Unclaimed.
10
|
Posted - 2012.07.11 18:16:00 -
[78] - Quote
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. |
SoCal Ninja
260
|
Posted - 2012.07.11 18:58:00 -
[79] - 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
|
Posted - 2012.07.11 21:33:00 -
[80] - 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. |
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Baal Roo
Subdreddit Test Alliance Please Ignore
810
|
Posted - 2012.07.11 23:02:00 -
[81] - Quote
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 |
ETEREX
Circle of Huskarl Minmatar Republic
27
|
Posted - 2012.07.11 23:30:00 -
[82] - Quote
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. |
SoCal Ninja
260
|
Posted - 2012.07.12 00:50:00 -
[83] - 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
260
|
Posted - 2012.07.12 00:57:00 -
[84] - Quote
Update on the thread. New loadout by Baal Roo. This ones all about being quick and making things go boom.
Anti-Material Loadout |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.07.12 03:20:00 -
[85] - Quote
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. |
SoCal Ninja
260
|
Posted - 2012.07.12 03:32:00 -
[86] - 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. |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.07.12 03:35:00 -
[87] - Quote
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. |
SoCal Ninja
260
|
Posted - 2012.07.12 04:56:00 -
[88] - 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. |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.07.12 05:27:00 -
[89] - Quote
Is the Type-II scout suit worth it? |
Blunt Smkr
Doomheim
62
|
Posted - 2012.07.12 06:35:00 -
[90] - 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 |
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