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SoCal Ninja
260
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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
260
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Posted - 2012.07.07 08:01:00 -
[2] - Quote
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 -
[3] - Quote
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 |
Ni4Ni Venix
An Eye For An Eye AN EYE F0R AN EYE
29
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Posted - 2012.07.07 08:29:00 -
[4] - Quote
Add to the errors that none of these weapons use "clips." They all appear to use magazines or are belt fed. |
Relyt R
Sinq Laison Gendarmes Gallente Federation
56
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Posted - 2012.07.07 08:42:00 -
[5] - Quote
shotguns fire 12 pellets |
SoCal Ninja
260
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Posted - 2012.07.07 08:44:00 -
[6] - 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 -
[7] - Quote
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 |
SteelDark Knight
Imperfects Negative-Feedback
6
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Posted - 2012.07.07 17:53:00 -
[8] - Quote
Thanks for putting this together SoCal. |
Rafgas first
BetaMax.
18
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Posted - 2012.07.07 21:35:00 -
[9] - Quote
STICKY!! |
SoCal Ninja
260
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Posted - 2012.07.07 21:48:00 -
[10] - Quote
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 |
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SoCal Ninja
260
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Posted - 2012.07.07 22:32:00 -
[11] - 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 -
[12] - Quote
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 -
[13] - 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 -
[14] - Quote
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. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.08 02:09:00 -
[15] - Quote
my scout fit:
FailFit |
SoCal Ninja
260
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Posted - 2012.07.08 02:45:00 -
[16] - 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 :) |
Beta Phish
Crux Special Tasks Group Gallente Federation
28
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Posted - 2012.07.08 03:30:00 -
[17] - Quote
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'.
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RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.08 03:34:00 -
[18] - Quote
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 |
SoCal Ninja
260
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Posted - 2012.07.08 09:42:00 -
[19] - 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 -
[20] - 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? |
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SoCal Ninja
260
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Posted - 2012.07.08 10:04:00 -
[21] - 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 -
[22] - 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
260
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Posted - 2012.07.08 23:55:00 -
[23] - Quote
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. |
SoLJae
ZionTCD Legacy Rising
351
|
Posted - 2012.07.09 01:00:00 -
[24] - Quote
Outstanding Thread!! I don't run scout as I'm to chickensh#t to play with so little HPs, but from the obvious effort that you put in and so that your fellow scouts can view, i give you a well deserved BUMP. |
Jimbeezy
Imperfects Negative-Feedback
219
|
Posted - 2012.07.09 01:15:00 -
[25] - Quote
Fabulous!! My Ninja! |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.09 01:16:00 -
[26] - Quote
SoCal Ninja wrote:Alright, new loadout for the speed racers among us. Interceptor by RolyatDerTeufelIf 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!
Fast and Furious baby. lol |
SoCal Ninja
260
|
Posted - 2012.07.09 02:11:00 -
[27] - Quote
Like, Like, and Liked again for the bumps gentlemen as well as the kind words. |
ReGnUm DEl
Doomheim
622
|
Posted - 2012.07.09 02:16:00 -
[28] - Quote
BEST SCOUT HERE... enough said |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.09 02:19:00 -
[29] - Quote
ReGnUm DEl wrote:BEST SCOUT HERE... enough said
claiming a title that is impossible to figure out?
That's cool corruption.
If you want best, i'll have fastest. |
ReGnUm DEl
Doomheim
622
|
Posted - 2012.07.09 02:32:00 -
[30] - Quote
RolyatDerTeufel wrote:ReGnUm DEl wrote:BEST SCOUT HERE... enough said claiming a title that is impossible to figure out? That's cool corruption. If you want best, i'll have fastest.
How many sprint boost mods do you have; im currently using (2) 100% Endurance stamina, and (1)100% stamina recovery
Thinking of using sprint boost but dont know yet
BTW let rephase my tittle the STRONGEST SCOUT
You can be the fastest |
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SoCal Ninja
260
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Posted - 2012.07.09 02:38:00 -
[31] - Quote
Post your loadout ReGnUm, I'm always curious what the "strongest scout" is wearing. ;) |
ReGnUm DEl
Doomheim
622
|
Posted - 2012.07.09 02:42:00 -
[32] - Quote
SoCal Ninja wrote:Post your loadout ReGnUm, I'm always curious what the "strongest scout" is wearing. ;)
YUM YUM YUM that bait looks so delicious, alas fair ninja I can not yet reveal my trade secrets |
Mordu's Spy
Doomheim
40
|
Posted - 2012.07.09 02:49:00 -
[33] - Quote
ReGnUm DEl wrote:SoCal Ninja wrote:Post your loadout ReGnUm, I'm always curious what the "strongest scout" is wearing. ;) YUM YUM YUM that bait looks so delicious, alas fair ninja I can not yet reveal my trade secrets
Lame, Rolyat gave his current interceptor fit
it's a beta, these fits aren't going to be final in anyway.
and Socal Ninja gives cred to who made it. |
Blunt Smkr
Doomheim
62
|
Posted - 2012.07.09 03:11:00 -
[34] - Quote
i consider myself to be a pretty good scout not the best but idk. here is my main loadout
Dropsuit: Scout v.k0 Light Weapon: None Sidearm Weapon: Boundless Breach Submachine Gun Grenades: Locus Grenades Equipment Slot 1:None Equipment Slot 2:None High-Power Module 1:Complex Shield Extender High-Power Module 2:Complex Shield Extender High-Power Module 3:Complex Sidearm Damage Mod Low-Power Module 1: Militia Armor Repair Low-Power Module 2: Militia CPU Upgrade Low-Power Module 3: Militia CPU Upgrade
this setup is not fully finished yet still changing things but its my fav so far
i mainly chase down the enemy with this setup an take objectives as best as i can. the really only weakness this setup has is people using proto breach ar an vehicles but other then that its a really good setup for just killin some enemys. always use lots of cover an try to close the distance between u in the enemy as fast as u can once ur in close its over for them as long as ur good a strafing back an fourth
i have a few other setups for straight dps an anti vehicles that i might post later but dont really use them rite now |
SoCal Ninja
260
|
Posted - 2012.07.09 03:15:00 -
[35] - 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
|
Posted - 2012.07.09 03:22:00 -
[36] - 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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Norbar Recturus
Algintal Core Gallente Federation
119
|
Posted - 2012.07.09 04:32:00 -
[37] - 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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Veigar Mordekaiser
Royal Uhlans Amarr Empire
676
|
Posted - 2012.07.09 04:34:00 -
[38] - Quote
Hey So_Cal, remember me from MAG? I was KatuXiK, I think we were in BYP together |
ReGnUm DEl
Doomheim
622
|
Posted - 2012.07.09 04:50:00 -
[39] - Quote
SoCal Ninja wrote: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.
lol |
SoCal Ninja
260
|
Posted - 2012.07.09 04:57:00 -
[40] - Quote
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. |
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RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.09 05:06:00 -
[41] - Quote
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?
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SoCal Ninja
260
|
Posted - 2012.07.09 05:32:00 -
[42] - Quote
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 :) |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.09 05:35:00 -
[43] - Quote
SoCal Ninja wrote: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 :)
Well I'm sure me and Kushmir will both have you on contact for a possible chats in the future.
If you use my fit, use it well |
SoCal Ninja
260
|
Posted - 2012.07.09 05:57:00 -
[44] - 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 :) |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.07.09 07:45:00 -
[45] - Quote
Hm. I may pick up the scout come release (I luv my "Dragonfly"), and I just wanted to do a shout out! Good playin' with ya' tonight. We should have won though. T'was a lame loss.
Personally I just want to see more factional armor. So far I chose Gallente because, it felt right (ya' know), and I love their armor designs just in the scout suit alone. I'm not a fan of the Caldari gear. It's effecient? Yes, but fugly not intimadating at all, and as the description says uncomfortable.
I needs mah Gallente! |
Gilbatron
Free-Space-Ranger Nulli Secunda
81
|
Posted - 2012.07.09 08:33:00 -
[46] - Quote
any chance i can get the raw data for the tables ? |
SoCal Ninja
260
|
Posted - 2012.07.09 08:47:00 -
[47] - 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. |
Veigar Mordekaiser
Royal Uhlans Amarr Empire
676
|
Posted - 2012.07.09 09:18:00 -
[48] - Quote
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.
Was Bring You Pain lol. Idk, maybe it was just somebody boasting your name :P |
Gilbatron
Free-Space-Ranger Nulli Secunda
81
|
Posted - 2012.07.09 11:57:00 -
[49] - Quote
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... |
Revelations 514
Royal Uhlans Amarr Empire
38
|
Posted - 2012.07.09 12:54:00 -
[50] - Quote
I run a scout with a few different loadouts. My favorite and most successful is the shotty however.
Advanced (T2) dropsuit Primary, CRG-3 shotgun Secondary, None Militia locus grenades shield extender basic shield recharger basic armor repair basic stamina recharge militia ammo nanohive
^trying to go from memory here at work, but this looks about right
works really well, just cannot ever charge someone heads up unless you are right up next to em. bunny hop is your friend lol. when engaging should focus on sprinting from cover to cover to close the distance and then come from a flanking position. Grenades help you position the enemy where you want him and cause a distraction more than kill anyone. This class is especially adept at capturing spawn points, as if they spawn into the point you are attempting to cap, they get shot in the face or back of the head, and it's automatically CQC. On the current map this works best on point A. |
|
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
|
Posted - 2012.07.09 13:02:00 -
[51] - Quote
You guys forgot to mention the scout's biggest weakness... Running into Me. |
Aaron Atreides
140
|
Posted - 2012.07.09 14:59:00 -
[52] - Quote
Yo SoCal, its your buddy (deadpool5241).
Got into a few matches with you over the weekend, your little scout has nothing on my assault class
But its good to see you in game my friend. Happy Hunting!! |
SoCal Ninja
260
|
Posted - 2012.07.09 15:28:00 -
[53] - 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
|
Posted - 2012.07.09 15:36:00 -
[54] - 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. |
Rhadiem
Algintal Core Gallente Federation
496
|
Posted - 2012.07.09 15:37:00 -
[55] - Quote
I'm a big fan of the type II scout suit in a support anti-vehicle/logistics role
Type II Scout suit Swarm Launcher Drop Uplink Nanohides
Naturally this loadout isn't suited for running into infantry, but hanging out at the platform near C, or up on a tower or plateau with overlook to the battlefield, this setup is great for providing alternate spawn locations when camped, as well as a steady supply of swarm missiles and ammo for snipers. Essentially, it's a non-medic Logistics fit with the ability to get where you want to go quickly, as well as bug out when things get too hot.
My other favorite fit is
Scout suit (in my case the Dragonfly one)
Swarm Launcher SMG AV grenades Nanohides
This works well when you're apt to run into infantry, but also lets you camp in a place overlooking key areas with vehicle traffic.
Just yesterday I took out someone 1:1 who was in an assault suit with an AR/SMG setup by closing the distance (medium-long range) by sprinting and approaching in a curve so he couldn't get an easy bead on me, then we exchanged SMG fire, but I was able to circle around him and finish him.
Stamina reserve is always helpful in situations like this, and one of my preferred low slot items.
Also, well placed Nanohides and Drop Uplinks provide a steady stream of SP, even if the team is doing poorly. If the whole team is getting spawn camped, sprinting out of the slaughter and providing an alternative spawn location essentially guarantees the whole team will use it, and can dramatically change the tide of battle. |
SoCal Ninja
260
|
Posted - 2012.07.09 15:40:00 -
[56] - 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. |
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
|
Posted - 2012.07.09 15:47:00 -
[57] - Quote
SoCal Ninja wrote: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.
Lol good advice, all scouts challenge accepted |
Gilbatron
Free-Space-Ranger Nulli Secunda
81
|
Posted - 2012.07.10 07:44:00 -
[58] - Quote
SoCal Ninja wrote: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 hereYou 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.
that link only loads a white page :(
do you mind sharing the google doc with me ? [email protected] |
SoCal Ninja
260
|
Posted - 2012.07.10 09:45:00 -
[59] - Quote
What the heck!? thread resurrected?! |
SoCal Ninja
260
|
Posted - 2012.07.10 15:03:00 -
[60] - Quote
bump to get this thread going again. |
|
Aaron Atreides
140
|
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
|
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
|
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
|
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
|
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
|
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
|
Posted - 2012.07.11 06:51:00 -
[68] - Quote
welcome back |
SoCal Ninja
260
|
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
|
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
|
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
|
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
|
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 |
|
Gilbatron
Free-Space-Ranger Nulli Secunda
81
|
Posted - 2012.07.12 06:59:00 -
[91] - Quote
Rorek IronBlood wrote:
Is the Type-II scout suit worth it?
I always use it at the beginning of a match, I place a drop uplink at a super secret location and try and kill someone with remote explosives when he hacks something (back)
after that it's usually the type I |
SoCal Ninja
260
|
Posted - 2012.07.12 07:09:00 -
[92] - 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. |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.07.12 08:27:00 -
[93] - Quote
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!!!! |
SoCal Ninja
260
|
Posted - 2012.07.12 08:42:00 -
[94] - 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*
|
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.07.12 08:59:00 -
[95] - Quote
Well when we have corporation control I'll think about joining your corp., SoCal. Yeah though I did not know that was even you out there till I pulled the trigger though. I have yet to see someone in a proto scout suit though. I've seen plenty in an assault class, and even a few in the heavy class, but never a scout or logistics. I would put skill points into the swarm launcher, but I'll probably save that for sometime after I max out other skills. I know what you mean though on the boundless breach SMG. What really is scary though is that they made the SMG a secondary which all secondary skills are -- x1 -- variable skills in terms of increase. That right there offers a large leap for how fast one can skill up the support skills for the SMG, and then the prices are dirt cheap compared to all other weapons outside the scrambler, and shotgun. The SMG in question is less then ten thousand I believe. That is astonishing.
I really reccomend though that people really take their time in this game. Really read your skills thoroughly and all of the information each one has. I've been gradually increasing armor and shield hit points, while increasing my stamina, PG, and CPU just through skills alone. It pays off more then a shiny suit in the end.
Skills are like BPO (Blueprint Operations) they are unlimited, undepletable, and indespensible. A shiny suit without player skill and the skills developed is just a shiny suit. Atleast that is my advice to anyone. I'm really starting to get a deep feeling that BPOs will become a very necessary item upon release. Because, of all of the varying variables from -- market inflation, skill points, and ISK -- just to name a few. I think we whom are playing, and testing the [beta] will not only have an advantage knowing what is going on, and how the game works, but due to the various BPOs most of will obtain through these events early on. BPO's will probably rare, expensive and hard to comeby. This I'm sure of. CCP is very careful with them, and I garuntee most militia BPOs will dissapear upon release as well -- most anyway. |
Jack McReady
46
|
Posted - 2012.07.12 09:57:00 -
[96] - Quote
my favorite fitting for scout currently is: Scout Type-II Breach Assault Rifle AV-grenade Enhanced Shield Extender Basic Cardiac Stimulant Basic Cardiac Regulators Remote Explosive Gauged Drop Uplink
I use it as attacker. I can sprint for quite a long time, which allows me to get from A to B very fast. the point is to place hidden spawns at the frontlines, cause distraction and be able to get around the map very fast. I usually place a spawn point close to an objective, then I got for the objective, hack it and place a sneaky RE (in the meantime my stamina is up again to run to the next objective). then I run the next objective or structure. If someone comes in to stop my hacking attempt I blow him up from far away
the assault rifle is really needed, sometimes you get unlucky and a dude spawns out of nowhere thus you have to kill him asap cause you are quite squishy.
if you succeed with this in the first 5 minutes of the match as attacker then you really messed up with the enemies formation as they have to retreat to regain control.
|
Blunt Smkr
Doomheim
62
|
Posted - 2012.07.12 10:13:00 -
[97] - Quote
SoCal Ninja wrote: But it's blunt smkr that's kicking my butt. I keep loosing to his very shiny prototype scout suit and boundless breach SMG. It makes me sad. Good to meet all these awesome scouts though. *cough* join my corp *cough*
lol i'm pretty sure u got me a few times too but it was some good matches though. also i'm already in a corp but we can still group up for a full scout group whenever. oh an i dont think u saw my really fancy scout dropsuit the one that cost AUR is red an black which looks so sick i just dont use it as much. unless i really feel like doing damage cause i got more damage mods on that setup |
SoCal Ninja
260
|
Posted - 2012.07.12 10:28:00 -
[98] - 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
260
|
Posted - 2012.07.13 20:57:00 -
[99] - 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
260
|
Posted - 2012.07.13 21:53:00 -
[100] - 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
260
|
Posted - 2012.07.14 04:29:00 -
[101] - Quote
alrighty, we have a C3 channel. Search for "SoCal_Ninja's Dust 514 Scout Channel" password is: gallente |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.07.14 04:40:00 -
[102] - Quote
"C3" -- I'm lost? However I approve of the password.
I'm really all about the Gallente. |
SoCal Ninja
260
|
Posted - 2012.07.14 04:45:00 -
[103] - 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 |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.07.14 04:51:00 -
[104] - Quote
Awsome. I'll actually check that out.
Thanks, SoCal. |
SoCal Ninja
260
|
Posted - 2012.07.14 18:06:00 -
[105] - Quote
No problem. |
SoCal Ninja
260
|
Posted - 2012.07.14 23:12:00 -
[106] - 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. |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.07.14 23:22:00 -
[107] - Quote
Hm. Yeah. It's funny I was actually running the statistics (attributes) by the numbers, and found that with the skills (passive or otherwise) that I have right now at the moment it is more beneficial for me to play with my Dragonfly drop suit then it is to use the Type-II. There are differences, but too minimal to make a true impact at this point in time between the two, and ISK risk/reward. I actually implore more people to get pen and paper out and go old school, and do the number themselves as it really helps. Just an opinion I'm sure, but it helped me.
Of course I have alterior motives then just the afore mentioned. I'm trying to prove that by the stats (attributes) the game is for all intensive purposes balanced. However applied to practice this is not the case. Whatever alogorithims CCP has going on in the backround of the game is not working entirely properly. However there are other variables to account for at this time too such as -- lag latencey, frame rate issues, incomplete build, non functioning skills, and missing items -- just too acount for some of the variables that may also be hindering the game from working fully tandem as it stands currently. I'm defending CCP's balance by what I can see and add. What I am worried about at the moment is the practice of those numbers turning awry in-game on the battlefield. Call me delusional, paranoid, or wrong. Something is not working properly though.
Anyway. I apologise for my ramblings, but I'm just really into the game, and mythos. I want the game to flourish and thrive. You can have a sense of balance, and still have a risk, and reward factor too which is what EVE players want, and I want too. I just know without balance the game will crumble quickly. Anyway.. I have to stop myself. I could ramble on all day. |
Arceus Evoxazon
Hikahotaru
119
|
Posted - 2012.07.14 23:30:00 -
[108] - Quote
Firefly Team Here,
This is not a fully complete build yet, but I've notice for those playing RE, this is starting to take off since I've started explaining it to people:
Firefly
Purpose: Anti Vehicle, Anti Personnel, and General Close Combat
How to play: The build is meant to be a close combat build that uses explosives as it's main armament. Mainly this refers to RE. Mainly, you have to be fast enough to run into the enemy, put an explosive and not die. You should not be dying from your own explosion. This is not a suicide build.
Cost: ~5M - 18M SP (Depending on variations between Speed / Mobility / Engineering / Shield Upgrades + Recharge) , 750K ISK Upkeep about every 7-10 Matches.
Dropsuit: Currently I am running this with e the Scout II, but I will be testing it with other suits once I fully upgrade.
Light Weapon: Any weapon will do. Mainly, your weapon is something you fall back on when you're out of explosives, so it needs to be something you are proficient with, both in combat and skill.
Sidearm Weapon: None.
Grenades: AV Grenades (If you use grenades at all)
Equipment Slot 1: Remote Explosives
Equipment Slot 2: Remote Explosives
High-Power Module 1: Some type of shield reinforcement (I can't make a suggestion on which, because it's all a matter of preference for this slot.)
High-Power Module 2:
High-Power Module 3:
Low-Power Module 1: Complex Kinetic Catalyzer (This build is about speed, so you need to boost)
Low-Power Module 2: Complex Cardiac Regulator (Since you need to run and jump a lot with this)
Low-Power Module 3:
*If anyone has any suggestions or improvements, please let me know. I'm testing this in field to try and make a more effective version. |
Zander Rodriguez
41
|
Posted - 2012.07.15 00:26:00 -
[109] - Quote
The primary loadout i use to handle most situations
Purpose: Sniper/ CQC
Cost: around 60k isk
Dropsuit: Scout v.k0
Light Weapon: Ishukone Sniper Rifle
Sidearm Weapon: M209 Assault Sub Machine Gun
Grenade: Locus Grenade
Equipment Slot 1: Quantum Nano Hive
Equipment Slot 2: Remote Explosives
High-Powered Module 1: Complex Shield Extender
High-Powered Module 2: Complex Shield Extender
High-Powered Module 3: Basic Shield Extender
Low-Powered Module 1: Basic Armor Repairer
Low-Powered Module 2: Basic CPU Upgrade
Low-Powered Module 3: Basic CPU Upgrade
Basically awesome for any anti-infantry situation and can play a limited anti-vehicle role.
-ZionTCD |
Arceus Evoxazon
Hikahotaru
119
|
Posted - 2012.07.15 00:48:00 -
[110] - Quote
If i can make a suggestion. Why not double slot your complex shield extender in all slots? You can stack the same item into multiple slots. It will all take out of the same reserve, but if you're doing well with this build, you shouldn't be dying enough for it to make an impact. Just a suggestion. Great work though!
Zander Rodriguez wrote:The primary loadout i use to handle most situations
Purpose: Sniper/ CQC
Cost: around 60k isk
Dropsuit: Scout v.k0
Light Weapon: Ishukone Sniper Rifle
Sidearm Weapon: M209 Assault Sub Machine Gun
Grenade: Locus Grenade
Equipment Slot 1: Quantum Nano Hive
Equipment Slot 2: Remote Explosives
High-Powered Module 1: Complex Shield Extender
High-Powered Module 2: Basic Shield Extender
High-Powered Module 3: Basic Shield Extender
Low-Powered Module 1: Basic Armor Repairer
Low-Powered Module 2: Basic CPU Upgrade
Low-Powered Module 3: Basic CPU Upgrade
Basically awesome for any anti-infantry situation and can play a limited anti-vehicle role.
-ZionTCD
|
|
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.07.15 01:53:00 -
[111] - Quote
I just did the math on the Boundless Breach SMG proto-type. Funny fact about how much damage you are actually doing per round (depending of course.) When you combine the maximum passive skill amplifications that amplify the SMG damage ratio by five percent per level for a twenty-five percent base increase along with the passive skill to amplify all handheld weapons by three percent per level for another maximum fifteen percent you are actually doing roughly fifty-six / fifty-seven damage per bullet. It only cost just over eight thousand ISK a unit, and this is taking into account that you are not using other enhanced damage modules of course. This monster is also reinforced by the fact that it's labeled and categorized as a sidearm, which means the other passive skills such as reload, range, CPU base reduction, and ammo capacity is all -- x1 -- factor when leveling the skill up. Personally this is a monsterous factor. If you are worried about the eight thousand ISK per unit factor you can still opt for the advance breach and still manage a heft fifty damage per round. People need to start taking the SMG more seriously. In the hands of a scout it's like facing a titan. Even right now with only my advance breach SMG, with Dragonfly scout armor it's nasty.
Which brings me to another point I'll touch on lightly for now. The dropsuits for scouts are increadibly well balanced by the numbers of course. Especially when you consider the reduction skills, and maximum output skills. Infact the scout has the greatest advantage(s). It has the highest sprint speeds, movement speeds, and shield recharging rates in-game. When combined with skills to enhance this due to the scouts high base stats our weakness (mainly shielding, and armor) become less a weakness, and more of an advantage. Even losing sight of us for a few seconds can render us back at maximum output in shield output, and armor regeneration (since our armor is minimal it can also max out faster.)
Still finding these numbers to be of issue in-game with the current build though. Especially when paired with the shotgun. Alarming decreases in frame rate and lag latencey is a huge issue. I'm really starting to notice to though that hit detection is off a bit and varies more so depending on other factors as mentioned before. Not to say though that scout is over powered (it's not), or that other classes are inferior (again they are not.) Just that by the numbers even without skills the scout has as adept advantage over some. We have weaknesses, and chinks in our armor, but I think the only real question now on my mind is how will factions armors differ and change the balance? Gallente seem more known for armor then shields, and our weapons are middle ground I would suppose (at the moment atleast.) Our allies the Minmatar are brutal and it shows in the SMG class. Function over elegance, and the logistic suit seems to show they can however be technological when needed. The logistic suit is amped with large amounts of CPU and PG, and has above avarage shielding with sub-par armor support though.
Anyway.. Just more ramblings and realizations as I try to flesh the game out by the numbers. (lol) I'm saying that w-a-y too much. Starting to sound like a broken record. Still I hope this helps people understand the scout and game a smidgen better. I do emplore you all again to always take your time with this games depth. Use paper/pen and calculator instead of the game showing you. So far it I'm still worried as I said about the practice of these numbers in-game, but the balance outside the battlefield is solid. Hm. Hopefully CCP has this under control with the next update and build as I stated too before. |
Zander Rodriguez
41
|
Posted - 2012.07.15 02:51:00 -
[112] - Quote
Arceus Evoxazon wrote:If i can make a suggestion. Why not double slot your complex shield extender in all slots? You can stack the same item into multiple slots. It will all take out of the same reserve, but if you're doing well with this build, you shouldn't be dying enough for it to make an impact. Just a suggestion. Great work though! Zander Rodriguez wrote:The primary loadout i use to handle most situations
Purpose: Sniper/ CQC
Cost: around 60k isk
Dropsuit: Scout v.k0
Light Weapon: Ishukone Sniper Rifle
Sidearm Weapon: M209 Assault Sub Machine Gun
Grenade: Locus Grenade
Equipment Slot 1: Quantum Nano Hive
Equipment Slot 2: Remote Explosives
High-Powered Module 1: Complex Shield Extender
High-Powered Module 2: Basic Shield Extender
High-Powered Module 3: Basic Shield Extender
Low-Powered Module 1: Basic Armor Repairer
Low-Powered Module 2: Basic CPU Upgrade
Low-Powered Module 3: Basic CPU Upgrade
Basically awesome for any anti-infantry situation and can play a limited anti-vehicle role.
-ZionTCD
Ya I saw that and changed it. It was a dumb oversite on my part. Thanks for letting me know.
|
SoCal Ninja
260
|
Posted - 2012.07.15 07:59:00 -
[113] - Quote
woohoo! Thanks guys for the new loadouts and stat discussion... I'll be adding it all in the front page soon. |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.07.15 08:35:00 -
[114] - Quote
This is the build I recently took up --
Drop Suit: Dragonfly [NvS] Left Module: Militia Shield Boost Right Module #1: Militia Plate Armor Right Module #2: Militia Armor Repair Light: Empty Sidearm: Avanced Breach SMG Grenade: AV (Anti-Vehicle) Grenade Support Module: Nano-Hive
I'll actually post my current armor, and shield hit points tomorrow along with my CPU and PG (Power Grid) units, and movement speed, ect, ect... I plan on upgrading my SMG to the Boundless Breach SMG when I acquire and maximize other skills before so which should take another weekend though considering the facts. I am fully confident in that I can squeeze the proto-SMG onto the Dragonfly and still maintain my current set up with the exception of either grenades, or nano-hives for an unexpressed amount of time till I can acuire more passive skills to reduce PG (Power Grid) consumption and maximize my CPU output. That will take more time too though. (lol)
I find though that the Dragonfly even when paired against the Type-II is still faster and has more stamina. The difference in combined hit points is less then thirty points, and CPU and PG are almost par. Which only helps to prove the games balance and need for said balance. As I pointed out in an earlier post though. The scout suits are a prime example of near perfect balance. By the numbers. Hopefully though things will get ironed out.
|
Blunt Smkr
Doomheim
62
|
Posted - 2012.07.16 19:55:00 -
[115] - Quote
havnt checked it out but doesnt adding plate armor lower ur speed thought i read that somewhere. an if so anyone know by how much? cause once they fix the electronics upgrade skill book i'm was thinking of addin some plate armor to my setup |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.07.16 20:02:00 -
[116] - Quote
Armor plates reduce your movement, and sprint speed by a percentage depending the grade of the plate. Militia plates I believe reduce your speed by three percent (if I remember.) While the highest grade will reduce your speeds by ten to fifteen percent. Somewhere around there. I wish I could log on to Dust. I'd tell you the exact amount. |
Blunt Smkr
Doomheim
62
|
Posted - 2012.07.16 20:39:00 -
[117] - Quote
Rorek IronBlood wrote:
Armor plates reduce your movement, and sprint speed by a percentage depending the grade of the plate. Militia plates I believe reduce your speed by three percent (if I remember.) While the highest grade will reduce your speeds by ten to fifteen percent. Somewhere around there. I wish I could log on to Dust. I'd tell you the exact amount.
oh milita aint bad but i would probably want highest grade an if it lowers me to assault dropsuit speed not sure if its worth it. cause my plan is to add complex cpu mod so i can drop one cause i got 2 militia ones rite now. then add armor plates an maybe drop armor repair cause i just got the nanohives that repairs armor an replace it with something, not sure yet though. to bad they didnt have a mod for movment speed cause idk really care bout sprint speed |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.16 20:40:00 -
[118] - Quote
I can confirm the Militia plates are only 3% because I was using them on one of my Heavy builds I experimented with.
More directly relevant to the thread though...
FREE HUGS! (and by "hugs" I mean "Uplinks")
Dropsuit: Dragonfly
Light Weapon: Militia Assault Rifle Sidearm: N/A
High Power Module: Militia Shield Extender Low Power Module 1: Militia Armour Repairer Low Power Module 2: Militia Cardiac Regulator
Grenade: Militia Locus Grenade Equipment: Militia Drop Uplink
The core purpose behind this fitting is to get a well-hidden Drop Uplink in a position where the enemy will never expect to see players coming from. It achieves this in part by being a completely disposable suit with only BPO gear and nothing I have to replace, ever. After getting the Uplink planted, I usually make a suicide charge from behind or to on the enemy team's flank, drawing as much attention as possible before dying to give my teammates a headstart in the damage race. Then I respawn with a "proper" fitting (or my Free AV fitting if there are a lot of Dropships/LAVs/cheap HAVs around) and wait until someone finds a use for my sneaky sneaky Uplink placement.
I only use Militia Uplinks because, in spite of the extreme spawn delay, they aren't being risked when I'm spamming the Uplink fitting trying to break my team out of a spawn-camp.
Also because half the effectiveness of the build involves nearly suicidal tactics for the purpose of drawing enemy fire. |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.07.16 20:43:00 -
[119] - Quote
Blunt Smkr wrote:Rorek IronBlood wrote:
Armor plates reduce your movement, and sprint speed by a percentage depending the grade of the plate. Militia plates I believe reduce your speed by three percent (if I remember.) While the highest grade will reduce your speeds by ten to fifteen percent. Somewhere around there. I wish I could log on to Dust. I'd tell you the exact amount.
oh milita aint bad but i would probably want highest grade an if it lowers me to assault dropsuit speed not sure if its worth it. cause my plan is to add complex cpu mod so i can drop one cause i got 2 militia ones rite now. then add armor plates an maybe drop armor repair cause i just got the nanohives that repairs armor an replace it with something, not sure yet though. to bad they didnt have a mod for movment speed cause idk really care bout sprint speed
They have modules for stamina, vigor, and movement speed as well even knives.
As for armor plates they do reduce your speed, but that is also a good thing because, it helps to balance the game overall. Armor repairs are probably best overall, and you can also increase how much they'll repair via passive skills. CCP needs to tween the PG, and CPU consumption rates of certain items though and add in more negatives for certain items and drop suits. |
Blunt Smkr
Doomheim
62
|
Posted - 2012.07.16 20:46:00 -
[120] - Quote
Rorek IronBlood wrote:Blunt Smkr wrote:Rorek IronBlood wrote:
Armor plates reduce your movement, and sprint speed by a percentage depending the grade of the plate. Militia plates I believe reduce your speed by three percent (if I remember.) While the highest grade will reduce your speeds by ten to fifteen percent. Somewhere around there. I wish I could log on to Dust. I'd tell you the exact amount.
oh milita aint bad but i would probably want highest grade an if it lowers me to assault dropsuit speed not sure if its worth it. cause my plan is to add complex cpu mod so i can drop one cause i got 2 militia ones rite now. then add armor plates an maybe drop armor repair cause i just got the nanohives that repairs armor an replace it with something, not sure yet though. to bad they didnt have a mod for movment speed cause idk really care bout sprint speed They have modules for stamina, vigor, and movement speed as well even knives.
i dont think they have movement speed mods only sprint speed ones but i could be wrong. i'll have to check again next weekend |
|
SoCal Ninja
260
|
Posted - 2012.07.17 04:53:00 -
[121] - 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!
|
Norbar Recturus
Algintal Core Gallente Federation
119
|
Posted - 2012.07.17 05:00:00 -
[122] - 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=- |
SoCal Ninja
260
|
Posted - 2012.07.17 05:37:00 -
[123] - 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
260
|
Posted - 2012.07.17 05:39:00 -
[124] - 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 :) |
Shutter Fly
Planetary Response Organisation Test Friends Please Ignore
26
|
Posted - 2012.07.17 06:17:00 -
[125] - Quote
I'm back with a report on the Nova Knife fitting that I promised to work on. Well, let's just say that Dust isn't ready for it yet. The knife hit detection is still a bit too buggy to rely on it as a primary source of kills. In my tests with two Comblex Myofibril mods on a Type-A suit, I was almost completely unable to hit moving enemies. However, I managed to sneak up on a heavy and killed him in two hits from full shields and armor. I'm not going to post the exact fittings, it just didn't prove to be effective.
Since my knifing excursion failed miserably, I will post my favorite fitting. I can regularly get 20+/10- games with it.
Purpose: Move fast, be everywhere, blow stuff up.
Description: Made for keeping REs equipped a majority of the time in order to increase speed. Speed boost makes it very easy to avoid damage and bait enemies into REs and shotgun ambushes. Running and jumping with REs allows you to throw them much further or be at a safe distance as soon as they hit the ground. Ideal for quickly taking multiple objectives and requiring the enemies to spread their forces out, then further hindering them with REs planted at consoles. Shotgun can be a devastating killer around objectives with a highly leveled Weaponry skill, one shot will kill all but the bulkiest Assault suits, two will kill anything less than a stacked Heavy suit.
Cost: >20,000 ISK
Dropsuit: Scout A-Series
CPU: No specifics ATM (Electronics LV4 is required) (Light Weapon Upgrade may be required)
PG: (Not too important, it works)
Sprint Speed: 9.70 m/s
Light Weapon: KR-17 Breach Shotgun
Grenades: Locus Grenades
Equipment Slot 1: Remote Explosives
Low-Power Module Slot 1: Basic Shield Extender Low-Power Module Slot 2: Basic Shield Recharger
High-Power Module Slot 1: Complex Kinetic Catalyzer High-Power Module Slot 2: Complex Kinetic Catalyzer |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.07.17 06:22:00 -
[126] - Quote
I think in the case of Dust this is one case where it's hard to decide whether they should adopt the Counter Strike knife, or be more like it is now in line with Call of Duty. However, I would say it should be more treated either like Counter Strike or more like Battlefield3.
Personally I believe that knives always prove to be a hard topic for developers. They can quickly grow to be over powering and over used, or under powered and useless like it is now. It really is hard to say. |
SoCal Ninja
260
|
Posted - 2012.07.17 06:28:00 -
[127] - 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. |
Shutter Fly
Planetary Response Organisation Test Friends Please Ignore
26
|
Posted - 2012.07.17 06:29:00 -
[128] - Quote
Rorek IronBlood wrote:I think in the case of Dust this is one case where it's hard to decide whether they should adopt the Counter Strike knife, or be more like it is now in line with Call of Duty. However, I would say it should be more treated either like Counter Strike or more like Battlefield3.
Personally I believe that knives always prove to be a hard topic for developers. They can quickly grow to be over powering and over used, or under powered and useless like it is now. It really is hard to say. I wouldn't say it is under-powered, just bugged. If every hit that I got with the knife registered, it would have been an incredible killing weapon. Outside of unintentional hindrances, I think the knife should stay exactly how it is. Although, it probably wouldn't hurt to increase the Complex Myofibril Stimulant to a 75% bonus, so that fewer modules are needed for an OHK. |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.07.17 06:35:00 -
[129] - Quote
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!!! |
SoCal Ninja
260
|
Posted - 2012.07.17 06:51:00 -
[130] - 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. |
|
Blunt Smkr
Doomheim
62
|
Posted - 2012.07.17 07:12:00 -
[131] - Quote
SoCal Ninja wrote:Sorry guys, haven't been around to bump the thread or add the new loadouts, but I'm doing it now.
As for the questions about Armor Plates and Kinetic Catalysts you could check my stat guides on them in the front of the thread :D
Standard is -3% to movement Advanced is -5% to movement Prototype is -10% to movement
It's actually better to have 3 standard Armor plates than 1 complex one because it will net you more armor for less PG and Speed reduction. But it takes up all three slots. Having a complex armor plate would lower you to 5 m/s movement and 7 m/s sprint. But if you throw 2 complex kinetic catalysts to balance it out you could max your speed at 8.7 sprint. It would take a huge chuck out of your PG though... don't even know if it's possible. Before weapons or equipment or shields you'd have 41 PG on the suit with a max of 75 fully upgraded. All so you could run at 8.7 with 230 armor and 117 shielding. I don't think scouts should be armor tanking. Maybe if you wanted to take the hit to movement, but it almost turns you into an assault with 2x shielding. I'm curious if this build works for you. My personal tastes make me never sacrifice speed, but dust is for the experimenters so have at it!
didnt even notice u had all the stats an stuff for the items just made this guide 10x better lol. but i think i'm going to try to add 1 advanced armor plates, complex cpu mod, an complex kinetic (or lower if it wont fit). an i have 3 complex shield extenders on the other side. so i think that should make it easier to stay alive if it all fits. probably need to work on the skills that lower cpu use of certain items like smgs an mods that would help out maybe. i'll try it out next weekend an let u know if it works
edit: k i did all the math to see if its possible an it is. if i max out every thing i need my setup would look like this
Shield: 323.54 Armor: 211.3 Movment Speed: 5.3 Sprint Speed: 8.2 CPU/PG: 282/74 Dropsuit: scout vk.0 Light Weapon: none Sidearm Weapon:boundless breach smg Grenades: M1 locus grenade Equipment Slot 1: K17/D Nanohives Equipment Slot 2: High-Power Module 1: Complex Shield Extender High-Power Module 2: Complex Shield Extender High-Power Module 3: Complex Shield Extender Low-Power Module 1: Complex CPU Mod Low-Power Module 2: Enhanced Armor plat Low-Power Module 3: Complex Kinetic Catalyzer
math could be wrong cause i've been drinking but i'm pretty sure its rite lol |
Johnny Guilt
Algintal Core Gallente Federation
50
|
Posted - 2012.07.17 07:34:00 -
[132] - Quote
SoCal Ninja wrote:Sorry guys, haven't been around to bump the thread or add the new loadouts, but I'm doing it now.
As for the questions about Armor Plates and Kinetic Catalysts you could check my stat guides on them in the front of the thread :D
Standard is -3% to movement Advanced is -5% to movement Prototype is -10% to movement
It's actually better to have 3 standard Armor plates than 1 complex one because it will net you more armor for less PG and Speed reduction. But it takes up all three slots. Having a complex armor plate would lower you to 5 m/s movement and 7 m/s sprint. But if you throw 2 complex kinetic catalysts to balance it out you could max your speed at 8.7 sprint. It would take a huge chuck out of your PG though... don't even know if it's possible. Before weapons or equipment or shields you'd have 41 PG on the suit with a max of 75 fully upgraded. All so you could run at 8.7 with 230 armor and 117 shielding. I don't think scouts should be armor tanking. Maybe if you wanted to take the hit to movement, but it almost turns you into an assault with 2x shielding. I'm curious if this build works for you. My personal tastes make me never sacrifice speed, but dust is for the experimenters so have at it!
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. |
SoCal Ninja
260
|
Posted - 2012.07.17 07:42:00 -
[133] - 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. |
howard sanchez
Conspiratus Immortalis
448
|
Posted - 2012.07.17 17:37:00 -
[134] - Quote
SoCal Ninja wrote: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, big fan of this thread and your approach to DUST. Thanks
And insight like this, in this beta forums, is the kind of advertising that will get your corp a contract from my corp for tactical insight, training and consultant work.
BZ |
howard sanchez
Conspiratus Immortalis
448
|
Posted - 2012.07.17 17:46:00 -
[135] - Quote
SoCal Ninja wrote:Rorek IronBlood wrote:
Is the Type-II scout suit worth it?
......... 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.
Let's not forget that, as beta testers, we are currently looking at DUST through a hole in the fence. There is likely to be equipment options (maybe even a lot more in the next build) that will make certain slot layouts a musthave.
We haven't even seen electronic warfare stuff or detection, or jamming, or CLOAKING |
Blunt Smkr
Doomheim
62
|
Posted - 2012.07.17 18:10:00 -
[136] - Quote
Shutter Fly wrote:Rorek IronBlood wrote:I think in the case of Dust this is one case where it's hard to decide whether they should adopt the Counter Strike knife, or be more like it is now in line with Call of Duty. However, I would say it should be more treated either like Counter Strike or more like Battlefield3.
Personally I believe that knives always prove to be a hard topic for developers. They can quickly grow to be over powering and over used, or under powered and useless like it is now. It really is hard to say. I wouldn't say it is under-powered, just bugged. If every hit that I got with the knife registered, it would have been an incredible killing weapon. Outside of unintentional hindrances, I think the knife should stay exactly how it is. Although, it probably wouldn't hurt to increase the Complex Myofibril Stimulant to a 75% bonus, so that fewer modules are needed for an OHK.
yea the knife damage is pretty good as long as u hit ur target i just think they need to extend the reach just a bit. an maybe add more passive skills like knife speed or something. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.17 18:13:00 -
[137] - Quote
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.. |
Daddrobit
Pink Fluffy Bounty Hunterz RISE of LEGION
277
|
Posted - 2012.07.17 18:49:00 -
[138] - Quote
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 |
SoCal Ninja
260
|
Posted - 2012.07.17 20:53:00 -
[139] - 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
260
|
Posted - 2012.07.18 02:00:00 -
[140] - 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 |
|
SoCal Ninja
260
|
Posted - 2012.07.18 05:38:00 -
[141] - 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. |
SoCal Ninja
260
|
Posted - 2012.07.18 16:27:00 -
[142] - Quote
alright, later today, I'm going to start discussion for how to win ambush. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.18 16:31:00 -
[143] - Quote
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 |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.07.18 16:44:00 -
[144] - Quote
This weekend I'm going to try to max out the CPU (Computer Processing Unit) and PG (Power Grid) output the maximum without using a module, and find out what will be the maximum of all of the other suits as well. I'll write all of the stats (attributes) down and the post all of my findings here for everyone. I got my calculater ready for either today or tomorrow, either or. Actually I'll most likely post the maximum stats that each scout suit will have (minus any modules).
(^_^) |
SoCal Ninja
260
|
Posted - 2012.07.18 21:56:00 -
[145] - 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
260
|
Posted - 2012.07.18 21:58:00 -
[146] - 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
260
|
Posted - 2012.07.18 23:35:00 -
[147] - 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... |
Blunt Smkr
Doomheim
62
|
Posted - 2012.07.19 00:04:00 -
[148] - Quote
SoCal Ninja wrote:Naming conventions for CommunicationsWorking on making some good looking maps. This one is for designating names for sections of the map. This is one of the services I will be providing from my corp btw...
very nice +1
its going to make talking bout strategies alot easier
oh an the trench in the comm map is so pointless its a death trap usually lol just thought i point that out |
SoCal Ninja
260
|
Posted - 2012.07.19 00:09:00 -
[149] - 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 |
Blunt Smkr
Doomheim
62
|
Posted - 2012.07.19 00:17:00 -
[150] - Quote
SoCal Ninja wrote:Blunt Smkr wrote:SoCal Ninja wrote:Naming conventions for CommunicationsWorking on making some good looking maps. This one is for designating names for sections of the map. This is one of the services I will be providing from my corp btw... very nice +1 its going to make talking bout strategies alot easier oh an the trench in the comm map is so pointless its a death trap usually lol just thought i point that out was thinking of calling it death trap but didn't want it to be confused with death alley lol
lol yea i think if they added some cover in there or make it a tunnel it would be alot better. but rite now u fall in there u have one way out a ***** ladder that u well probably get shot trying to climb lol |
|
crazy space
ZionTCD Legacy Rising
879
|
Posted - 2012.07.19 00:20:00 -
[151] - Quote
where is the 3 low sprint speed suit fitting post?
also does the advanced scout suit only have one more high slot? that's it? |
Blunt Smkr
Doomheim
62
|
Posted - 2012.07.19 00:33:00 -
[152] - Quote
crazy space wrote:where is the 3 low sprint speed suit fitting post?
also does the advanced scout suit only have one more high slot? that's it?
not sure bout the first part. but yea the advanced scout only has 2 high slots an 2low an proto has 3 |
SoCal Ninja
260
|
Posted - 2012.07.19 02:21:00 -
[153] - Quote
crazy space wrote:where is the 3 low sprint speed suit fitting post?
wha, huh?? |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.19 02:26:00 -
[154] - Quote
SoCal Ninja wrote: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.
I don't use SMG all that much, AR and RE are more my type of weapon. |
SoCal Ninja
260
|
Posted - 2012.07.19 02:35:00 -
[155] - 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. |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.07.19 17:09:00 -
[156] - Quote
So was there any updates or features added this weekend? I'm not currently on PSN, or Dust. I am personally hoping to see the grouping functioning so some of us can group up here and storm the trenches!
On a much more serious note is there anything else that needs to be added or fleshed out? |
SoCal Ninja
260
|
Posted - 2012.07.19 18:13:00 -
[157] - Quote
We now have repair tools :D |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.07.19 18:25:00 -
[158] - Quote
We do? (o.O)
Do you mean to say that we now have repair tools that do not cost AUR (for the record I still have four thousand AUR.) I should be on Dust soon. Hopefully. |
SoCal Ninja
260
|
Posted - 2012.07.19 18:44:00 -
[159] - 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
|
Blunt Smkr
Doomheim
62
|
Posted - 2012.07.19 18:47:00 -
[160] - Quote
SoCal Ninja wrote:yup a bunch of new ones with a prototype isk one that heals two people at once, as well as electronics upgrades is back so you can get the complex CPU modules
nice cant wait to finally be able to get a complex cpu mod |
|
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.07.19 21:08:00 -
[161] - Quote
Ha-ha. Yeah I saw and was even able to get a few matches in today. I do however feel that the repair gun/tool needs some tweeking around the animations. It needs to be a bit more obvious that it is working, or actually healing. The black smoke link is just too hard to distinguish more often then not, and especially in combat. I also feel we should get a five point increase from fifteen to twenty in support points.
Here as of today is my latest layout.
Dropsuit: Dragonfly [NvS]
[Left] Modules: Militia Shield Extender
[Right] Modules: Militia Armor Plates
Militia Armor Repair
Weapons: Light Weapon Slot: Empty
Side Arm Slot: Boundless Breach SMG
Grenade: Locust Grenade
Support: Militia Repair Gun/Tool
I have a question though. What does the "NvS" stand for in the Dragonfly dropsuit? Also as soon as I can upgrade my PG (Power Grid) output one more time I'll be switching my Boundless Breach SMG to the light weapon slot and fitting in a Scrambler Pistol into the sidearm slot. Which begs the question -- if you fit a sidearm into the [L] (light weapon) slot does it lose it's sidearm bonuses, and then instead feed off the lightweapon bonuses? I think that would be a cool negative to have, but I also feel that weapons should be locked into the specific slots that fit their grade. Meaning no light weapons in a heavy slot, or sidearms in a light weapon slot. This could help balance the game, but I feel that maybe we need more negative consequences in the game. Dropsuits should lose slots for others, or sacrafice slots for modules, or a mix for maximized PG (Power Grid) and CPU (Central Processing Unit) output. So far the only dropsuits that seem to show this are the scouts, logistics, and some heavies. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.20 04:09:00 -
[162] - Quote
I haven't tried running Repair Tool yet, but I've JUST created a build with one (Another all-Militia build so I can get a feel for things before committing)
Rorek's build looks a lot like mine, although I'm not one for armour plates, so I've got a Cardiac Regulator instead.
And thanks to the name my suicidal Drop Uplink build has been given on this guide, it's now been renamed from "Free Hugs" to "Kamikaze Free Hugs" because that just sounded too awesome when I saw it here. |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.07.20 04:46:00 -
[163] - Quote
Well I agree about the armor, and I have thought of dumping it for something else infact. For what? I am unsure to be honest. Maybe more armor regeneration? |
GhostDog369
Crux Special Tasks Group Gallente Federation
0
|
Posted - 2012.07.20 11:38:00 -
[164] - Quote
Hey all,
Just wanted to say thanks for this thread - having a bit of trouble finding the fun in this game at the mo so hopefully the info here will put me on the right track!
cheers :) |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.07.20 18:12:00 -
[165] - Quote
GhostDog369 wrote:Hey all,
Just wanted to say thanks for this thread - having a bit of trouble finding the fun in this game at the mo so hopefully the info here will put me on the right track!
cheers :)
Well once grouping is allocated into the current build or the next then I'm sure you'll have more fun. You can add me on PSN if you want. Once grouping is around I'm going to probably try to hook up with, SoCal if he wants to (of course) and probably some other scouts. Though an entire team of scouts right now while sounding fun, just is not pratical at the moment due to the vehicle abundance. Though most people seem to not realize that some pure scouts out there have actually begun to invest heavily in swarm launchers, and can terrorize even the most brutal tanks. We're a lot hard to pin down, and kill more often then not. Also we can reach places others cannot too.
If you have any questions though I will be happy to try and answer them as best I can. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.20 18:34:00 -
[166] - Quote
Rorek IronBlood wrote:
Well I agree about the armor, and I have thought of dumping it for something else infact. For what? I am unsure to be honest. Maybe more armor regeneration?
I use a Cardiac Regulator.
Even the Militia one gives a Scout practically infinite sprint with the right skills. |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.07.20 19:53:00 -
[167] - Quote
I have them. I just find that extra stint of armor platting helps more often then not. Especially considering how poor the frame rate is during CQC more often then not. So I am not worried. Good news is though I managed to actually squeeze that scrambler pistol into my fitting. I managed to completly max out my PG (Power Grid) and am two points shy of maxing out my CPU (Central Processing Unit). I'm impressed. Love the Dragonfly. I noticed recently though more and more pruning roosters trying to flaunt their proto-type suits. I love helping them spend their money. Seriously though I am still finding the numbers in-game and on the battlefield to be not what they should be. Unless somehow these assault class proto-suits are using seven hundred plus shields, and I still find that hard to believe.
I need to know exactly how many and which modules each suit gets. This is just frustrating to be honest. I can still kill proto-suit users, but more often then not I find that while I can cut through even advanced heavies, proto-suit users are somehow absorbing w-a-y more then the numbers allows. Even the most basic heavy armor has nearly nine hundred combined hit points. Numbers, numbers, numbers...
Anyway! I'm going to start to reinvest in my scout dropsuit skill soon. I've maximized, and allocated a lot of skill points evenly around from light weapon support skills, and sidearm support skills to dropsuit skills as well. Atleast for the moment. We'll see what happens though. Another thing that needs to be redesigned, or modified is the classifications of some weapons, and locking them to their assigned allocated slots. Aslo a feature to assign which is your primary and which will be your [/i]secondary[/i] would be fantastic. The swarm launcher is great to have even for a scout. However it is certainly not what I would call a primary, and can get you killed when spawning into a hot zone. I still believe though that locking weapons to their assigned allocated designations though would help to balance the game a bit more, and even help create a different battle style. I should not be able to assign my SMG to the [L] (light) weapon slot. Atleast not without some sort of negative consequence. Such as loss of CPU reduction or an increase in CPU consumption.
Also would still like to know what the [nSv] stands for in the Dragonfly dropsuit. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.20 20:17:00 -
[168] - Quote
I have a couple of AV Scout builds where I typically treat my Swarm as a primary (Also, I bring nanohives), but I agree about it being REALLY nasty when spawning in hotzones. I prefer NOT doing so, and either using the nearest alternative spawn point or bringing a different build and fighting my way to a supply depot. If they fix the weapon-swap responsiveness, though, that should help a lot. Assigning which weapon to have equipped on spawn would be nice, but with improved controls, I think I could live without it.
And the Dragonfly is AMAZING, you're right. I'm sure someone's listed out most of the suit's fittings already, but the devs confirmed those details WILL be provided on the marketplace in later builds, so... SOONGäó |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.07.20 21:29:00 -
[169] - Quote
Alright. I studied a number of the given charts, and stats (attributes) given to us by, SoCal. Big thanks (again.) Here is a proto-suit layout (fitting) that should help anyone in most given situations.
Dropsuit: Scout v.K0Weapons: Swarm LauncherBoundless Breach SMGLocus GrenadesEquipment: NanohiveModules: Militia Shield ExtenderMilitia Shield ExtenderMilitia Shield ExtenderMilitia Armor RepairMilitia Armor RepairMilitia Armor Repair No, armor plates in this build. The swarm launcher obvious, and you have room to work with if you really want to upgrade it to a better model, but stat wise the swarm launchers only differe by missiles per pod, and the maximum damage output allowed. I also fitted this with militia models to cut down costs, but again if you want you can upgrade to what you want. The SMG of course is your overall primary weapon, and with equiped infantry grenades this should help you out a lot more. I will eventually get to this build myself, and this only going off what information I could gather on the charts provided. Still if anyone wants to you can build this, and tell me how it actually performs in practice. You should notice a high rate of success due to increased shields, and base armor, but considering the stacked shield extenders, and repair combined with skills hopefully this helps you more. |
Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2012.07.21 10:45:00 -
[170] - Quote
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.
|
|
Kazeno Rannaa
Seraphim Initiative. CRONOS.
145
|
Posted - 2012.07.21 14:55:00 -
[171] - Quote
SoCal Ninja wrote: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.
I have seen it and it also happens with the animations of the rocket launchers, and some of the other turrets at times. |
Kazeno Rannaa
Seraphim Initiative. CRONOS.
145
|
Posted - 2012.07.21 15:00:00 -
[172] - Quote
Rorek IronBlood wrote:
Alright. I studied a number of the given charts, and stats (attributes) given to us by, SoCal. Big thanks (again.) Here is a proto-suit layout (fitting) that should help anyone in most given situations.
Dropsuit:
Scout v.K0Weapons: Swarm LauncherBoundless Breach SMGLocus GrenadesEquipment: NanohiveModules: Militia Shield ExtenderMilitia Shield ExtenderMilitia Shield ExtenderMilitia Armor RepairMilitia Armor RepairMilitia Armor Repair No, armor plates in this build. The swarm launcher obvious, and you have room to work with if you really want to upgrade it to a better model, but stat wise the swarm launchers only differe by missiles per pod, and the maximum damage output allowed. I also fitted this with militia models to cut down costs, but again if you want you can upgrade to what you want. The SMG of course is your overall primary weapon, and with equiped infantry grenades this should help you out a lot more. I will eventually get to this build myself, and this only going off what information I could gather on the charts provided. Still if anyone wants to you can build this, and tell me how it actually performs in practice. You should notice a high rate of success due to increased shields, and base armor, but considering the stacked shield extenders, and repair combined with skills hopefully this helps you more.
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. |
SoCal Ninja
260
|
Posted - 2012.07.21 15:22:00 -
[173] - 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. |
SoCal Ninja
260
|
Posted - 2012.07.21 15:26:00 -
[174] - 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. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.22 04:37:00 -
[175] - Quote
Rorek IronBlood wrote:Alright. I studied a number of the given charts, and stats (attributes) given to us by, SoCal. Big thanks (again.) Here is a proto-suit layout (fitting) that should help anyone in most given situations.
Dropsuit:
Scout v.K0Weapons: Swarm LauncherBoundless Breach SMGLocus GrenadesEquipment: NanohiveModules: Militia Shield ExtenderMilitia Shield ExtenderMilitia Shield ExtenderMilitia Armor RepairMilitia Armor RepairMilitia Armor Repair No, armor plates in this build. The swarm launcher obvious, and you have room to work with if you really want to upgrade it to a better model, but stat wise the swarm launchers only differe by missiles per pod, and the maximum damage output allowed. I also fitted this with militia models to cut down costs, but again if you want you can upgrade to what you want. The SMG of course is your overall primary weapon, and with equiped infantry grenades this should help you out a lot more. I will eventually get to this build myself, and this only going off what information I could gather on the charts provided. Still if anyone wants to you can build this, and tell me how it actually performs in practice. You should notice a high rate of success due to increased shields, and base armor, but considering the stacked shield extenders, and repair combined with skills hopefully this helps you more. I'm kind of worried now.
You seem to be posting almost-but-not-quite my Scout builds... There are only TWO points of difference between this and my "when I really need it" AV Scout. But I run with more of a focus on AV than AP when I'm running a build like this one, so the higher-tier Swarm is more important than with how you run the build.
Oh, and I found out something VERY useful about Medic Scouts... Use one to back up a Heavy. You can WALK slightly faster than their SPRINT speed. When they're falling back, or repositioning, and need healing, you can keep up WHILE STILL REPAIRING THEM. |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.07.22 04:50:00 -
[176] - Quote
Yeah. Actually I thought of editing that mock-up I made. I thought of removing one each of both the shield extenders, and armor repair modules due to the the stack penalty. I would probably replace the one armor repair for more stamina or quicker stamina recovers, and the shield extender for another module. I'm not sure what yet, but I have a feeling that sensor modules will end up over there on the left. Hopefully they do. I like your thought on the "medic" scout though. I like it. I only wish that SOON (see what I did there?) we can see some of the proposed and talked about revisions on the support of triage roles. If so you could very well add-on nano-injectors to the support modules in line with nanohives. The proto suit would certainly have the PG (Power Grid) and CPU (Central Processing Unit) power to do so. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.22 05:29:00 -
[177] - Quote
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. |
SoCal Ninja
260
|
Posted - 2012.07.22 05:46:00 -
[178] - 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. |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.07.22 06:49:00 -
[179] - Quote
I miss my blue pixie-dust.
On a much more serious note; as I pointed out I cannot wait to see these revisions. It's too bad though that the community is rapidly degenerating here in an unprecedented pace. They are hindering the community, and the [beta] progress by screaming so loudly like spoiled brats. Sure there are problems, pops, and glitches. This is really only the second build to date, and both were very different from one another. We're not blind, def, or avoiding the subjects that need attending to. We're making notes, posting, and having civil discussions on those matters. I'm just really tired of the same five or so people always jerking eachother off. If I wanted this I would gladly go back to the annoyances of most PC forums and listen to the PC-Elitist talk about their glorious master race, or even go back to the Gamebattle sites. It was bad even as SOCOMbattles. Everywhere I go it's the same circle-jerking crap. Granted this is life in general. Blah!
I'll just shut up, and stop ranting. Does no good anyway. The majority just allow it to continue, and even CCP seems content on allowing the rot to fester so soon.
I'm going to get back to topic though and I do apologise for the rant above. What I like to see happen though to the nanite-injectors, or even repair gun/tool is to see the ability to target yourself. MAG did this very well, and I have seen other games incorporate some degree of this as well. Granted that you can install or add-on armor repair modules to heal yourself outside of engagements or when not under duress of combat fire. As I pointed out too -- the repair gun/tool does need some animation tweeking, but I would like to see a complete redesign of it's model in-game. I feel it should be more a-kin to a pnuematic arm/gauntlet that can be operated one handed -- so as to apply to yourself -- and also keep the balance handle it has on the side -- where you grasp to steady when applying support to allies. Well we have time to flesh this all out.
I personally cannot wait to see grouping. It would be nice to enjoy some games together. I am still trying to flesh some points into the swarm launcher, and I really feel having the ability to assign primary, secondary, and support would go a long way in helping to define builds for players. I doubt I'm the only one whom feels as such. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.22 07:02:00 -
[180] - Quote
Repair Tools CAN be used to self-repair, Rorek.
I've done it several times now. |
|
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.07.22 07:04:00 -
[181] - Quote
Really? How? Because, I have one on my loadout and I can only seem to apply it to other allies. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.22 07:24:00 -
[182] - Quote
Rorek IronBlood wrote: Really? How? Because, I have one on my loadout and I can only seem to apply it to other allies.
1. Be damaged. 2. Be away from allies. 3. Hold R1.
It sometimes takes a while to kick in, and I've only ever done it with VERY low armour (less than 50%) so it might not work if you're only scratched. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.22 07:25:00 -
[183] - Quote
double post... not sure how? |
Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2012.07.22 07:54:00 -
[184] - Quote
SoCal Ninja wrote: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. Thanks 4 the tips man will try and come find you on the EU ambush
Its gona be bad for my ego but good for me in the long run I'm sure |
GhostDog369
Crux Special Tasks Group Gallente Federation
0
|
Posted - 2012.07.22 10:12:00 -
[185] - Quote
Test |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.07.22 17:29:00 -
[186] - Quote
Garrett Blacknova wrote:Rorek IronBlood wrote: Really? How? Because, I have one on my loadout and I can only seem to apply it to other allies.
1. Be damaged. 2. Be away from allies. 3. Hold R1. It sometimes takes a while to kick in, and I've only ever done it with VERY low armour (less than 50%) so it might not work if you're only scratched.
That sounds more like someone (an ally) came up and started healing you. I could be wrong, and I'll give it a try, but I still do not think the repair gun/tool will allow you to heal yourself. I'll try to get on today though and try this. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.22 19:43:00 -
[187] - Quote
Rorek IronBlood wrote:That sounds more like someone (an ally) came up and started healing you. I could be wrong, and I'll give it a try, but I still do not think the repair gun/tool will allow you to heal yourself. I'll try to get on today though and try this. I've done it when the only person nearby was an enemy tank that was struggling to hit me with a Blaster turret, and had killed half the rest of my team. I didn't have much chance against it (my only weapon was a Militia AR), so I just ran while healing myself and it kept me alive. |
Blunt Smkr
Doomheim
62
|
Posted - 2012.07.22 21:10:00 -
[188] - Quote
I've been working on a new setup cause smgs are getting boring. So i decided to try out the Scrambler Pistol here is the setup i have so far with just a pistol
Name: Pistol Whiped Dropsuit: Scout A-series Light Weapon: None Sidearm Weapon: Carthum Assault Scrambler Pistol Grenades: Core Locus Grenade Equipment Slot 1: Quantum Nanohives High-Power Module 1: Complex Sidearm mod High-Power Module 2: Complex Shield Extender Low-Power Module 1: Basic Armor Repair Low-Power Module 2: Complex CPU mod
With this setup its all about accuracy cause a good headshot can 1-2 shot someone. When ur in a 1v1 situation take ur time an make sure ur shots count an keep moving around. then when ur fighten more then one guy at a time u need to take them out fast so drop a full clip into a guy quick as u can if ur good aim his died in a sec then move on to the next one. use grenades too there really important with this setup cause they help out alot against heavys. Also the range of the pistol is really good, you can easily snipe people at good distances if u aim down the sight
An this setup is for people that like a challenge an are accurate with a gun |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.07.23 03:46:00 -
[189] - Quote
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. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.23 05:02:00 -
[190] - Quote
Another valuable lesson for anyone using a Repair Tool - once you've started repairing something, you can sprint to keep up with them.
As a result, I've redesigned my Medic Scouts and found ways to load Kinetic Catalysers on them where possible - on a high-mobility Medic build I created (stacked Catalysers in the low slots), I can keep pace with HAVs well enough to repair them during a retreat. I get left behind eventually if they keep running far enough, but I can get a good bit of repairing done while we go.
I've had to drop some gear I'm normally pretty possessive of, and on my free build I'm going to be trying to run with a Shield Recharger instead of my usual Extender - not sure how well I'll do being even more paper-thin than I already am with that build. I've also dropped the Armour Repairer, because the Repair Tool does that for me. |
|
Cricix D
Villore Sec Ops Gallente Federation
22
|
Posted - 2012.07.23 05:45:00 -
[191] - Quote
Thanks so much for this thread!! I was running around as assault and heavy, but then saw my first good scout. Read up this thread and like blnt smokers setup the most. I love this play style and has made the game a lot more fun! Loving the running and gunning, and quick reaction to objectives.
Don't have the SP to go full blown yet as all my points are into the wrong thing. |
SoCal Ninja
260
|
Posted - 2012.07.23 06:18:00 -
[192] - 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. |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.07.23 06:41:00 -
[193] - Quote
Well I disagree about the redundancy of armor repair modules. They have their place, and can be worth it. You cannot always heal yourself with said repair gun/tool. Situations pending of course. As for the role of the triage? It should become more prevelent without a doubt. As for the uses of cardio modules? Well it depends on what you wish to achieve, and your own unique play styles. I rather invest in passive skills that will help naturally increase my clones own latent abilities. 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.
I really believe we need to see how the other two (Command, and Pilot) dropsuits react, affect, and change the battlefield. The logistic really needs a more defining role if the assault is going to continue being the go-to for most scenarios and situations. Which is what is designed to do. However, it seems most classes seem to have a purpose. Logistics needs to be a bit more defining. Whether this happens through equipment lockings, and restrictions or what I have no idea. The logistic at the moment is really only a variable suit designed for unique situations. While being based between an assault and a scout. The only thing remarkable at the moment is it's overall given power output which is notably high. I want the logistic suit to survive, and flourish. So do not be confussed about what I say. I'm just a bit worried it will be lost between the other suits in the end. |
Norbar Recturus
Algintal Core Gallente Federation
119
|
Posted - 2012.07.23 16:18:00 -
[194] - 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! |
SoCal Ninja
260
|
Posted - 2012.07.23 16:28:00 -
[195] - 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. |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.07.23 17:50:00 -
[196] - Quote
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. |
Blunt Smkr
Doomheim
62
|
Posted - 2012.07.23 21:20:00 -
[197] - Quote
Blunt Smkr wrote:I've been working on a new setup cause smgs are getting boring. So i decided to try out the Scrambler Pistol here is the setup i have so far with just a pistol
Name: Pistol Whiped Dropsuit: Scout A-series Light Weapon: None Sidearm Weapon: Carthum Assault Scrambler Pistol Grenades: Core Locus Grenade Equipment Slot 1: Quantum Nanohives High-Power Module 1: Complex Sidearm mod High-Power Module 2: Complex Shield Extender Low-Power Module 1: Basic Armor Repair Low-Power Module 2: Complex CPU mod
With this setup its all about accuracy cause a good headshot can 1-2 shot someone. When ur in a 1v1 situation take ur time an make sure ur shots count an keep moving around. then when ur fighten more then one guy at a time u need to take them out fast so drop a full clip into a guy quick as u can if ur good aim his died in a sec then move on to the next one. use grenades too there really important with this setup cause they help out alot against heavys. Also the range of the pistol is really good, you can easily snipe people at good distances if u aim down the sight
An this setup is for people that like a challenge an are accurate with a gun
just wanted to add more about the pistol cause i got a chance to mess with it more last nite. An i have to say this gun is amazing was 1 shoting even non scouts except heavys there still a ***** to take out. The range n accuracy is also really impressive was sniping campers on the big building in ambush comm from the bridge accross the map even 1 shoting those pesky snipers lol. I can just see this weapon being used more once hit detection is fixd or when they add KBM cause its super deadly if u can aim. Also wouldnt be surprised if people start saying its op eventually |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.23 21:54:00 -
[198] - Quote
Rorek IronBlood wrote:It only takes one militia kinetic catalyst for the scout to out sprint an assualt with one complex kinetic catalyst attached as well. Fixed that for you. |
SoCal Ninja
260
|
Posted - 2012.07.24 17:37:00 -
[199] - 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. |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.07.24 17:50:00 -
[200] - Quote
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. |
|
SoCal Ninja
260
|
Posted - 2012.07.24 18:08:00 -
[201] - 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. |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.07.24 18:18:00 -
[202] - Quote
I just simply like having the armor plates and armor repair. Even at the cost of some penalties, and the armor repair is so I do not simply have to rely upon the repair gun/tool. Especially when you could be reloading your weapon(s), healing another ally, or even chucking a grenade. It serves it's purposes at the moment, and for now it suits me, and can help he me faster when paired with the repair gun/tool. As for my stamina, and sprint speed? Well I'm not worried. I do not have to be the fastets scout to win. Just the one who is alive at the end. Besides I am leveling up my base stamina reserves, and regeneration.
As for other threads? Yes, it would seem I'm a great target of late in particularly one thread in question. I digress though. I'm sorry that thought you were arguing. It just felt that way to me. So I apologise. |
SoCal Ninja
260
|
Posted - 2012.07.24 18:43:00 -
[203] - 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. |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.07.24 19:35:00 -
[204] - Quote
Hm. Well no harm no foul. I just have a certain play style. I have thought of using cardio modules, but at the moment I just find them to be not to "my" advantage. What I am in real need of is the ability to set primary, secondary, and support. Seriously starting out with the swarm launcher at times will get you killed. Atleast right now due to the latency issues in the controls.
I'm proud of my loadout though. Not many expect a scout to pull out a swarm launcher and have a boundless breach. I think at the moment though I've take the Dragonfly as far as it can and will go. At the moment I have maxed out all of my CPU (Central Processing Unit) capabilities, and I have one remaining PG (Power Grid) point. I still managed to use all, but one slot. Which I would have used for anti-infantry grenades. Seeing how I have the swarm launcher.
My current loadout.
Name: SOLDIER
Dropsuit: Dragonfly [nSv]
Weapons: Swarm LauncherBoundless Breach SMGEquipment: Repair Gun/ToolModules: Shield ExtenderArmor PlatesArmor Repair I'm thinking of trying out somethings though. I may swap the plates for more armor repair or something cardio wise. Unsure at the moment. Also may try to fit that grenade slot yet. I think I can do it. So yeah. This is what I primarily use though. Atleast till the next build. I'll have to see what has changed though. |
Knarf Black
Subdreddit Test Alliance Please Ignore
397
|
Posted - 2012.07.24 19:46:00 -
[205] - Quote
Rorek IronBlood wrote:What I am in real need of is the ability to set primary, secondary, and support. Seriously starting out with the swarm launcher at times will get you killed. Atleast right now due to the latency issues in the controls.
That would be nice. I'm also mainly a Swarm/SMG scout, and like to keep a cheap SL even on my nanohive free SMG builds in case of dropships. Random spawning in Ambush is terrifying when you know you'll have to change weapons immediately if enemies are nearby. |
ThatsThat
Crux Special Tasks Group Gallente Federation
2
|
Posted - 2012.07.24 19:50:00 -
[206] - Quote
Great post SoCal_Ninja. I appreciate the work. Iplan to try one of the strategies as soon as I build my suit out some more. IGÇÖll be keeping an eye on the post during Beta and hopefully it will continue to evolve after launch. |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.07.24 19:51:00 -
[207] - Quote
I know that feeling well. Ha-ha. Still I do not mind the "weapon wheel" which is responsive enough, I just find the lack of function to assign is hindering if not just annoying. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.24 21:23:00 -
[208] - Quote
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? |
SoCal Ninja
260
|
Posted - 2012.07.25 04:05:00 -
[209] - 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. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.25 04:17:00 -
[210] - Quote
Shield recharge being easily double the base Assault suit, and Armour repair being infinitely higher (literally) than that of an unmodded Assault suit makes it a good shield tank, and having the repair tool as an option method to further buff your natural armour repair rate makes it a hybrid tank. Not a good tank against burst damage, but a surprisingly good dps tank. |
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Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.07.28 17:38:00 -
[211] - Quote
Huh? Where has everyone been? Starting to feel lonely as scout. |
ThatsThat
Crux Special Tasks Group Gallente Federation
2
|
Posted - 2012.07.28 20:14:00 -
[212] - Quote
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. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.29 01:04:00 -
[213] - Quote
Rorek IronBlood wrote:Huh? Where has everyone been? Starting to feel lonely as scout. Don't worry, I'm still a Scout. |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.07.29 01:50:00 -
[214] - Quote
Yay! Ha-ha. No, seriously I'll probably always be a scout first and foremost myself too. I will not lie though -- the thought of those command dropsuits is making me anxious! I really want mine. I'd even care to know what they look like, or do. As for scouting? Love it! I just need a few tweeks to happen, and I'll be that much better for it. I want to equip my swarm launcher, but it just does not fit when it is the thing getting me killed. Which sucks because, I love having it, surprising my enemies, and even gaining extra points for blowing vehicles up. My AV (Anti-Vehicle) grenades are my go to right now. Seeing how they do not get in my way. Just need some things to come together. (^_^) |
SoCal Ninja
260
|
Posted - 2012.07.29 05:13:00 -
[215] - 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. |
Qn1f3
Tritan-Industries Legacy Rising
18
|
Posted - 2012.07.31 12:00:00 -
[216] - Quote
Love the thread, been following for a while. It's a hell of a read! But tons of useful and interesting facts about the Scout, how to play and also some other things directly related to the class and the playstyle that is best suited for it. Impressive work, hope you'll find time to catch up soon and also get som time inside Dust!
I'm basically living in the Scout suit when I'm visiting New Eden. Just as anyone else I have good days and bad days but usually perform rather well in one of my builds.
My builds are based on the Dragonfly and the Type-II Scout, CQC/Dragonfly, AV/Dragonfly and Type-II/Sniper(Uplinker).
I'm still working on all of them but generally going for an evasive, supportive and lurking in the shadows type of gameplay.
When I'm ready to share them with you I will, until then I'll be somewhere in the vicinity.
By the way, I love the idea of the knife-wielding build as my name implies.
Keep it up!
Regards, Qn1f3 |
Shutter Fly
Planetary Response Organisation Test Friends Please Ignore
26
|
Posted - 2012.08.01 07:22:00 -
[217] - Quote
Because I'm in a good mood (and bored) I'm posting what is probably my most effective shotgun scout fitting. This regularly gets me 4.0+ KDR games on Biomass Ambush (if there aren't too many vehicles). Keep in mind that you WILL NOT make a profit if you use more than 2 of these in one battle, even a 20/3 win will often leave you in the red (unless you do some major tank/dropship busting in another fitting). Although it is expensive, you can kill A LOT of infantry with this fitting. If cost isn't a factor, this is a good one to roll out.
Dropsuit: Scout v.k0
Primary Weapon: Allotek Breach Shotgun
Secondary Weapon: 'Toxin' SMG
Grenades: Locus Grenades
Equipment: Remote Explosives
High Power Modules: Complex Shield Extender x3
Low Power Modules: Basic CPU Upgrade Complex Kinetic Catalyzer Basic Cardiac Stimulant
Necessary Skills for Fitting (not including prerequisites): Electronics Lvl 5 Engineering Lvl 5 Light Weapon Upgrade Lvl 3
Obviously, this fitting requires a major SP investment just to get the required CPU and PG output, not to mention the prerequisites for the equipment used. Although I no longer use REs offensively, I would imagine that this fitting would be well suited for it. The main basis for this fitting is using your heavily stacked shields to close the distance to your opponent, then (hopefully) kill them with one shot before they deplete your shields. No infantry stands a chance against this fitting if they fail to engage at a distance of at least 20m, you will be able to close that distance easily against any weapon with enough cover. The main enemy of this fitting is any type of vehicle, since it is based on only absorbing damage long enough to kill infantry and has no AV equipment other than REs.
Also wanted to say that I'm planning on doing a revisit on that knife fitting that I tried a while back. I've heard accounts from others who say they have been able to use the knife very effectively, which has inspired me to give it another go. |
Beta Phish
Crux Special Tasks Group Gallente Federation
28
|
Posted - 2012.08.01 09:17:00 -
[218] - Quote
i am pro Scout and this thread is piece of chit teaching people how to play the gamewith NO SKILL and abuse what is trash gameplay in a BETA |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.08.01 16:50:00 -
[219] - Quote
Beta Phish wrote:i am pro Scout and this thread is piece of chit teaching people how to play the gamewith NO SKILL and abuse what is trash gameplay in a BETA
Oh, look everyone we have a bad arse over here.. Ha-ha-ha! No, seriously as soon as you called yourself a "pro" anything I instantly realized you were a child in his tween years. You even contradict yourself towards the end. You need to really grow up. Thanks for the good laugh though. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.08.07 15:58:00 -
[220] - Quote
Here is my current favorite scout build:
Scout vk.0 "Safari" Prototype Sniper Prototype SMG 3x Complex Knife Mods 2x Complex Sprint Mods 1x Complex CPU Upgrade Triage Repair Kit Quantum Nanohive AV Grenades
The tactics: You are a big game hunter. You have the firepower to seriously injure your targets at any range. My favorite tactic is to peg heavies with the sniper rifle from afar, and then move in close with the knife for the skinning kill. Because of the way repair tools work in this build you can get away without an armor repper in the lows.
(note that I have practically max skills, minus level 5 proficiency on the light and sidearm weapon upgrades - others may have a harder time making it fit, in which case drop non-critical gear like the grenades and nanohive.) |
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Iceyburnz
316
|
Posted - 2012.08.07 16:31:00 -
[221] - Quote
SoCal Ninja wrote: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.
Good fit however the shield recharge is sort of pointless on this fit. Better fitting a damage mod.
Why is recharger pointless? Because anything that can kill you will, there will be no middle ground except maybe that one out of ten times you take a small amount of splash.
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Timothy Reaper
ZionTCD Legacy Rising
321
|
Posted - 2012.08.11 16:28:00 -
[222] - Quote
Dragonfly (cheap/AV) Suit : 'Dragonfly' Scout [nSv] - - : Basic shield extender - : Enhanced armor repair - : Basic kinetic catalyzer Gÿ+ : Quantum nanohive L : Swarm launcher S : Toxin ICD-9 submachine gun G : AV grenade CPU/PG : 133/32 Cost : 4,430 ISK
Cockroach (spawn/support) Suit : Scout Type II - - : Basic light damage modifier - : Basic armor repair - : Basic kinetic catalyzer Gÿ+ : Quantum nanohive or remote explosives Gÿ+ : Gauged drop uplink L : Breach assault rifle G : AV grenade CPU/PG : 151/34 Cost : 11,720 ISK w/Nano; 12,220 ISK w/RE
Wasp (sniper) Suit : Scout A-Series - - : Enhanced shield extender - - : Complex light damage modifier - : Enhanced armor repair - : Basic CPU Upgrade Gÿ+ : Quantum nanohive L : Charge sniper rifle S : Toxin ICD-9 submachine gun G : AV grenade CPU/PG : 208/35 Cost : 19,390 ISK |
ThatsThat
Crux Special Tasks Group Gallente Federation
2
|
Posted - 2012.10.06 23:45:00 -
[223] - Quote
Any updates after Codex or is the data here still good? |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.10.06 23:50:00 -
[224] - Quote
ThatsThat wrote:Any updates after Codex or is the data here still good?
These stats and posts are all old.
Idk if Social Ninja has updated anything... |
Baal Roo
Subdreddit Test Alliance Please Ignore
810
|
Posted - 2012.10.06 23:52:00 -
[225] - Quote
ThatsThat wrote:Any updates after Codex or is the data here still good?
Update for Codex: Play as an Assault.
/thread |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.10.06 23:55:00 -
[226] - Quote
Baal Roo wrote:ThatsThat wrote:Any updates after Codex or is the data here still good? Update for Codex: Play as an Assault./thread
Sadly, many people that have loved scouts agree with the underline
Although I still put up with deaths in scouts for as long as i play dust...
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Baal Roo
Subdreddit Test Alliance Please Ignore
810
|
Posted - 2012.10.06 23:57:00 -
[227] - Quote
RolyatDerTeufel wrote:Baal Roo wrote:ThatsThat wrote:Any updates after Codex or is the data here still good? Update for Codex: Play as an Assault./thread Sadly, many people that have loved scouts agree with the underline Although I still put up with deaths in scouts for as long as i play dust...
Yup, I was being serious. I've been playing scout almost exclusively since I started months ago, but they are just pointless now. There's nothing they can do that you can't do better with a properly set up assault suit. The numbers just don't add up. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.10.07 00:04:00 -
[228] - Quote
Baal Roo wrote:RolyatDerTeufel wrote:Baal Roo wrote:ThatsThat wrote:Any updates after Codex or is the data here still good? Update for Codex: Play as an Assault./thread Sadly, many people that have loved scouts agree with the underline Although I still put up with deaths in scouts for as long as i play dust... Yup, I was being serious. I've been playing scout almost exclusively since I started months ago, but they are just pointless now. There's nothing they can do that you can't do better with a properly set up assault suit. The numbers just don't add up.
You're not alone. You can read back on this thread about how much fun I had as my scout suit. Now its frustrating.. I started with EVE players and i tryed all suits out that build and found scouts are where my style is, i can't standing being so slow in the other suits.
And I'll have to look into Assaults with speed boost module. if i can get even close to the speed of scout while having more HP (without modules) then it might actually be a broken suit.. |
Whispercrow
Seituoda Taskforce Command Caldari State
102
|
Posted - 2012.10.07 06:49:00 -
[229] - Quote
SoCal, have you updated the weapon data and whatnot with the Codex patch changes, by chance? Your work was awesome and yours is one of my favorite posts thanks to its heaps of useful info! |
fred orpaul
Tritan-Industries Legacy Rising
211
|
Posted - 2012.11.13 08:42:00 -
[230] - 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
combat against heavies have changed a lot in the last build, the turn faster and hit harder. NEVER engage a HMG heavy from the front if one sees you get to cover lose him and come in from behind. Only stay engaged until he finds where you are, as soon as he starts to aim at you get to the closest cover while avoiding his line of fire. rinse and repeat. You can no longer out strafe heavies turn rate. Not a big deal for most guns, but with an HMG if you have been hit its too late to run, so pray to what every deity you believe in and limp to cover if you can. I haven't tried it but you might have a chance jumping past him and getting to cover. DO NOT reengage as long as he is paying attention to you.
AR and forge heavies are giant pushovers still, so use the above guide, but as always as a scout engaging unseen is your best option. |
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fred orpaul
Tritan-Industries Legacy Rising
211
|
Posted - 2012.11.13 08:43:00 -
[231] - Quote
BTW awesome thread I was just looking for module info but this is way better. |
Baal Roo
Subdreddit Test Alliance Please Ignore
810
|
Posted - 2012.11.13 08:51:00 -
[232] - Quote
Anyone else back to scouts since they moved the strafe back up?
I've been running a laser scout lately and having quite a bit of fun. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.13 11:39:00 -
[233] - Quote
I'm still struggling with Scouts in the new build, and have several of my fittings based on the Assault suit now. I'm still running Scouts, but not as heavily as I used to, which is a shame, because I've always been a fan of the speed classes in shooters.
Working on a couple of free Dragonfly fittings (using AUR for Militia BPOs) at the moment though. When I finalise at least one of them, I'll post the specs.
And yes, of course my Kamikaze Free Hugs fitting still exists |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.15 20:03:00 -
[234] - Quote
Reposting with the Codex version of my Kamikaze Free Hugs build, because it's changed. I've posted a variant of it that I based on the "Assault - Triage" Starter Fit, but that doesn't belong here because it's an Assault.
Garrett Blacknova wrote:FREE HUGS! (and by "hugs" I mean "Uplinks")
Dropsuit: Dragonfly
Light Weapon: N/A Sidearm: Toxin SMG
High Power Module: Militia Shield Extender Low Power Module 1: Militia Armour Repairer Low Power Module 2: N/A
Grenade: Militia Locus Grenade Equipment: Militia Drop Uplink I've had to cut back on a few things to make the build work, partly because of a lack of SP in Electronics/Engineering, and partly because of PG/CPU values changing since the original design.
Also, I have an ACTUALLY new Shotgun fitting to share. Totally BPO-based, because while I have similar ISK-per-use fittings, I'd rather not spill ALL my secrets.
"Ghost" Free Shotgun loadout
Dropsuit: Dragonfly
Light Weapon: Militia Shotgun Sidearm:
High Power Module: Militia Light Damage Modifier Low Power Module 1: Dropsuit: Dragonfly
Light Weapon: N/A Sidearm: Toxin SMG
High Power Module: Militia Shield Extender Low Power Module 1: Militia Profile Dampener Low Power Module 2: Militia Profile Dampener
Grenade: Militia Locus Grenade Equipment: Militia Repair Tool
So that works. Add a relatively high level of Dropsuit Command and some points in Profile Dampening, and you're often able to remain invisible until you're close enough for that Shotgun to do its thing. It's also nice to be a high-speed Medic without compromising too much in the way of combat-effectiveness.
I'm NOT a fan of using Scouts as a new player any more, which is a little disappointing - until you've skilled into Mechanics or the appropriate shield skills, you're going to be one-shotted by too many different options, and most of them are effective at quite a long range, even with low-quality - even Militia-level - gear. |
Blunt Smkr
Doomheim
62
|
Posted - 2012.11.15 20:17:00 -
[235] - Quote
fred orpaul wrote:Blunt Smkr wrote:nice to see the thread is back up
I was reading the reason to engage a heavy tactic an wanted to add some stuff. Heavys have been getting alot easier to take out with an smg, an from wat i can tell scouts are the best for taking out heavys. Usually when i see a heavy i make sure to take out any scouts or assaults first just like garrett said. Then after its just me an him i start running rite at him to close the distance quick cause once ur in close u move way faster then him an its easy to do circles around him try switching up ur rotation to confuse him.
Jumping also works good for heavys i usually try jumping over them then start circling them. An just know ur shield recharges way faster then his so if he manages to drop ur shields find cover quick but once its back attack him again fast. The main thing is to be really aggressive against a heavy if u try to keep ur distance an hide he well probably pick u off. So pretty much get in close an use ur speed an stamina to take them down. Other then that grenades or RE are the best for taking out heavys combat against heavies have changed a lot in the last build, the turn faster and hit harder. NEVER engage a HMG heavy from the front if one sees you get to cover lose him and come in from behind. Only stay engaged until he finds where you are, as soon as he starts to aim at you get to the closest cover while avoiding his line of fire. rinse and repeat. You can no longer out strafe heavies turn rate. Not a big deal for most guns, but with an HMG if you have been hit its too late to run, so pray to what every deity you believe in and limp to cover if you can. I haven't tried it but you might have a chance jumping past him and getting to cover. DO NOT reengage as long as he is paying attention to you. AR and forge heavies are giant pushovers still, so use the above guide, but as always as a scout engaging unseen is your best option.
yep tactics for heavys have def changed since the old build. Cant just rush them anymore -_- |
Blunt Smkr
Doomheim
62
|
Posted - 2012.11.15 20:24:00 -
[236] - Quote
Garrett Blacknova wrote:I'm still struggling with Scouts in the new build, and have several of my fittings based on the Assault suit now. I'm still running Scouts, but not as heavily as I used to, which is a shame, because I've always been a fan of the speed classes in shooters. Working on a couple of free Dragonfly fittings (using AUR for Militia BPOs) at the moment though. When I finalise at least one of them, I'll post the specs. And yes, of course my Kamikaze Free Hugs fitting still exists
I havnt really tried scouts that much this build either been wanting to go bak though. When they reset sp again i'll probably go bac to it cause this build i've mainly worked on assault which is great but i miss my scout lol |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.15 21:04:00 -
[237] - Quote
Blunt Smkr wrote:Garrett Blacknova wrote:I'm still struggling with Scouts in the new build, and have several of my fittings based on the Assault suit now. I'm still running Scouts, but not as heavily as I used to, which is a shame, because I've always been a fan of the speed classes in shooters. Working on a couple of free Dragonfly fittings (using AUR for Militia BPOs) at the moment though. When I finalise at least one of them, I'll post the specs. And yes, of course my Kamikaze Free Hugs fitting still exists I havnt really tried scouts that much this build either been wanting to go bak though. When they reset sp again i'll probably go bac to it cause this build i've mainly worked on assault which is great but i miss my scout lol They've said we're probably not getting a wipe with the next build.
Also, check out my more recent post with a couple of cheap/free fittings you can probably modify as starting points. The main thing, imo, is to make sure you have Mechanics to at least level 3, the higher the better, before starting to expect your K/D to tip towards looking competent. Or just rock Assault suits while you're skilling up for that ability to (maybe) survive a single bullet form a sniper. |
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