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lDocHollidayl
Imperfects Negative-Feedback
171
|
Posted - 2012.08.06 05:50:00 -
[1] - Quote
I have heard that once hit detection is fixed it will not be an issue. I am not convinced. Moving or a straight line scouts do not receive damage like other suits. Is this part of the game or an area that will be addressed? The scout is the hardest suit to hit. Everyone can see it is broken. Without RE's to corner scouts with, they will be matrix-like. I have had two friends quit already: saying "scouts are too unbalanced", "hit detection is whack". I went through 120 rounds once with a scout zigzagging 3 meters from me. It is... irritating. Not having them in the game would be an improvement. |
William HBonney
Imperfects Negative-Feedback
318
|
Posted - 2012.08.06 05:56:00 -
[2] - Quote
I think the main issue I have with the scout suit is that they have no fear of running into a fight....they have the most "fragile" suit, but they can easily 1v1 people as long as the twitch strafe back and forth. This makes the assault suit null and void. The assault suit shouldn't have to fear a confrontation with a scout suit, but even with triple the health it is rare that an assault can kill a strafing scout...except with a shotgun or AOE weapons such as tanks, the other problem is that assault suits don't last much longer vs AOE anyhow. On this route everyone will be a scout and it will come down to the luck of hit detection during gunfights. |
Grit Breather
BetaMax.
660
|
Posted - 2012.08.06 06:00:00 -
[3] - Quote
Or you could just accept that scout suits have less armour as a trade off to better speed and agility. They are also smaller BY DESIGN. If I design something to be smaller and quicker but as a result it has less armour, where's the imbalance?
And no, not everyone will be a scout. They have horrible CPU/PG and can't really carry anything useful. |
Majin Vejeta
Osmon Surveillance Caldari State
13
|
Posted - 2012.08.06 06:03:00 -
[4] - Quote
Grit Breather wrote:Or you could just accept that scout suits have less armour as a trade off to better speed and agility. They are also smaller BY DESIGN. If I design something to be smaller and quicker but as a result it has less armour, where's the imbalance?
And no, not everyone will be a scout. They have horrible CPU/PG and can't really carry anything useful.
the imbalance is currently they have little to no hit detection.
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xprotoman23
Internal Error. Negative-Feedback
1452
|
Posted - 2012.08.06 06:04:00 -
[5] - Quote
Besides hit detection issues the character model of the scout is too small. |
Crimson MoonV
Amarr Templars Amarr Empire
658
|
Posted - 2012.08.06 06:04:00 -
[6] - Quote
Scout suit will be fine once they fix hit detection.
I play scout and I get tore up against people with assault suits that can aim. I wish I would have never put all those SP into scout. Scout is for people who like to run away and use RE. I like to stand and fight.
I Should have skilled into assault. |
Grit Breather
BetaMax.
660
|
Posted - 2012.08.06 06:06:00 -
[7] - Quote
xprotoman23 wrote:Besides hit detection issues the character model of the scout is too small. They are basically wearing spandex instead of armour. Of course that makes them small. |
lDocHollidayl
Imperfects Negative-Feedback
171
|
Posted - 2012.08.06 06:14:00 -
[8] - Quote
Are we playing the same game? Consistently...90% a scout will just not receive damage.(proto scout). I talk to loads of people that cry the same foul. Crimson I value your words so I just assume your not side stepping back and forth...or wiggling your L3 in a circular motion. Or perhaps you jump a lot because gravity seems to be the same for them and they actually move slower when airborne.
My concern is this is by design. I can say %50 of players I have talked to in game share this same experience. Jump in an ambush game. If someone on the other team is running a proto scout, everyone on mics have something ill to say about that. |
William HBonney
Imperfects Negative-Feedback
318
|
Posted - 2012.08.06 06:14:00 -
[9] - Quote
Crimson MoonV wrote:Scout suit will be fine once they fix hit detection. I play scout and I get tore up against people with assault suits that can aim. I wish I would have never put all those SP into scout. Scout is for people who like to run away and use RE. I like to stand and fight. I Should have skilled into assault. Not aim. Get lucky. Aiming has nothing to do with it. The rate at which a scout strafe causes on to have to lead by as much as 2 character models to hit. If they cut and strafe the other way they no longer meet the bullet so no hit is registered in most cases there is another person shooting the scout in the side so the strafing does not affect him. I am not the best player when it comes to gun game...that title goes to proto, but I am also not a scrub by any means. Scouts die fast when they aren't moving. |
Grit Breather
BetaMax.
660
|
Posted - 2012.08.06 06:18:00 -
[10] - Quote
Three weeks ago it was tanks. Then it was swarms and forges. Then it was the proto ARs. Now it's scouts.
Every week there will be something that seems imbalanced to people. That's ok. That's how the game works. Something is only overpowered until others find a way to counter it. Then the countering agent is considered overpowered until overthrown.
It's the circle of Perfect Imbalance.
Edit: I'm not saying it's perfect NOW. I just think fixing hit detection will fix this entirely. |
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xprotoman23
Internal Error. Negative-Feedback
1452
|
Posted - 2012.08.06 06:25:00 -
[11] - Quote
Grit Breather wrote:Three weeks ago it was tanks. Then it was swarms and forges. Then it was the proto ARs. Now it's scouts. Every week there will be something that seems imbalanced to people. That's ok. That's how the game works. Something is only overpowered until others find a way to counter it. Then the countering agent is considered overpowered until overthrown. It's the circle of Perfect Imbalance. Edit: I'm not saying it's perfect NOW. I just think fixing hit detection will fix this entirely.
Scouts have had issues with hit detection ever since the build back in december. The character models need to be bigger. |
William HBonney
Imperfects Negative-Feedback
318
|
Posted - 2012.08.06 06:28:00 -
[12] - Quote
I hope fixing hit detection will also remedy this issue as well, time will tell. Of all the things u mentioned, ARs are the only thing the devs haven't changed because they were not balanced. Your defenestration's actually proves Doc's point, if a large amount of people playing say it is an issue, it is most likely an issue. That is why we are in a beta. |
Regis Mark V
249
|
Posted - 2012.08.06 06:32:00 -
[13] - Quote
Crimson MoonV wrote:Scout suit will be fine once they fix hit detection. I play scout and I get tore up against people with assault suits that can aim. I wish I would have never put all those SP into scout. Scout is for people who like to run away and use RE. I like to stand and fight. I Should have skilled into assault.
I remember you use to rock the heavy with the HW lol! |
Icedslayer
56
|
Posted - 2012.08.06 06:42:00 -
[14] - Quote
I think the problem is a compound of bad hit detection, lag, and low FPS or chunking, and smaller hit box (which they shouldn't change btw, we're basically glass already) All of which will be fixed in the next build. |
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
|
Posted - 2012.08.06 06:58:00 -
[15] - Quote
William HBonney wrote:Crimson MoonV wrote:Scout suit will be fine once they fix hit detection. I play scout and I get tore up against people with assault suits that can aim. I wish I would have never put all those SP into scout. Scout is for people who like to run away and use RE. I like to stand and fight. I Should have skilled into assault. Not aim. Get lucky. Aiming has nothing to do with it. The rate at which a scout strafe causes on to have to lead by as much as 2 character models to hit. If they cut and strafe the other way they no longer meet the bullet so no hit is registered in most cases there is another person shooting the scout in the side so the strafing does not affect him. I am not the best player when it comes to gun game...that title goes to proto, but I am also not a scrub by any means. Scouts die fast when they aren't moving.
That title does not go to proto. |
Crimson MoonV
Amarr Templars Amarr Empire
658
|
Posted - 2012.08.06 07:14:00 -
[16] - Quote
Regis Mark V wrote:Crimson MoonV wrote:Scout suit will be fine once they fix hit detection. I play scout and I get tore up against people with assault suits that can aim. I wish I would have never put all those SP into scout. Scout is for people who like to run away and use RE. I like to stand and fight. I Should have skilled into assault. I remember you use to rock the heavy with the HW lol! Electronics and silencers are for nubs yo.
Those were the days. I miss valor flock |
Buzzwords
Deadly Blue Dots RISE of LEGION
416
|
Posted - 2012.08.06 07:21:00 -
[17] - Quote
i don't think scouts are quite so fragile as people think... speed is defense AND utility. the scout can pick his battles like no other suit, and disengage easily.
combine their amazing running away powers with remote explosives and you get something that i don't think was intentional. you can't chase him around the corner, because you will explode, so you have to back up and slice the pie. this takes crucial seconds, to a scout that's a huge shield regen.
it really makes them ungodly frustrating to fight. to the point where i end up treating them like heavies in the last build. keep my distance and make them cross open ground to get to me. if you can bait them out far enough from cover they're not to bad. |
KingBabar
37
|
Posted - 2012.08.06 07:28:00 -
[18] - Quote
I agree 100%
I've actually spent skillpoints into the scout suit just to check it out. As long as i strafe just a little bit from side to sode I can more or less stand 3 metres from anyone and not receive any damage. I don't even have to over-strafe, I just hold down R1 and sooner or later the gut in front of me will drop, normally I don't get hit at all. I did this because nothing annoyed me more in this game.
Is not a matter of character size, that I can accept. But when someone can move faster than the game is updating on my screen then its definately an issue that needs to be adressed. |
Dr Octagon3000
Zumari Force Projection Caldari State
16
|
Posted - 2012.08.06 07:54:00 -
[19] - Quote
. |
DrunkMonk 1
Walmart Brand Mercenaries
26
|
Posted - 2012.08.06 08:10:00 -
[20] - Quote
lDocHollidayl wrote:I have heard that once hit detection is fixed it will not be an issue. I am not convinced. Moving or a straight line scouts do not receive damage like other suits. Is this part of the game or an area that will be addressed? The scout is the hardest suit to hit. Everyone can see it is broken. Without RE's to corner scouts with, they will be matrix-like. I have had two friends quit already: saying "scouts are too unbalanced", "hit detection is whack". I went through 120 rounds once with a scout zigzagging 3 meters from me. It is... irritating. Not having them in the game would be an improvement.
lead with your bullets scouts will drop same as everybody and easier |
|
DrunkMonk 1
Walmart Brand Mercenaries
26
|
Posted - 2012.08.06 08:14:00 -
[21] - Quote
are you trying to say point? |
Zander Rodriguez
41
|
Posted - 2012.08.06 09:14:00 -
[22] - Quote
Wha.... you want to nerf my scout
but seriously hit detection should fix the issue, speed is the only advantage scouts have i don't want to make them useless. |
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
|
Posted - 2012.08.06 10:04:00 -
[23] - Quote
Scout suit is fast enough to dodge bullets, anyone denying its broken is just up their own ass. |
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2012.08.06 10:11:00 -
[24] - Quote
-Sigh- Heavies and Machine-guns and now Scouts and their Submachine Guns... Can't you people just accept the fact that there is **** in this game designed to kill you?
They even said at Fanfest that if a Scout suit gets close enough to move around you that you're ****** because you won't be able to turn fast enough - that is what they do. They are there to act as hit-and-run specialists. This "character model isn't big enough" bullshit honestly needs to stop right here and now.
Honestly, you people don't know how to adapt to a battlefield. We're about to enter a new build and you ******* -FINALLY- realized that tanks don't go away unless they're killed - so you all went Anti-Vehicle. Now, whenever you're faced with heavy Anti-vehicle on the opposition, you don't know how to go back to Infantry and bring the fight to them. You just spawn in more vehicles and die a lot saying that the Swarm Launcher/Forge Gun is over-powered.
YOU DIE. LEARN THIS ALREADY. ACCEPT IT. ADAPT AND SURVIVE.
Jesus christ - you know, I don't have any issues with this game. I get killed, I look back and learn what I did wrong and evolve on that. I used to run Scout suits frequently and for the past three weeks I've run Logistics - Scouts don't bother me. I aim, I fire, they die. They get too close, I die. That's the nature of this game. |
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
|
Posted - 2012.08.06 10:25:00 -
[25] - Quote
Aeon Amadi wrote:-Sigh- Heavies and Machine-guns and now Scouts and their Submachine Guns... Can't you people just accept the fact that there is **** in this game designed to kill you?
They even said at Fanfest that if a Scout suit gets close enough to move around you that you're ****** because you won't be able to turn fast enough - that is what they do. They are there to act as hit-and-run specialists. This "character model isn't big enough" bullshit honestly needs to stop right here and now.
Honestly, you people don't know how to adapt to a battlefield. We're about to enter a new build and you ******* -FINALLY- realized that tanks don't go away unless they're killed - so you all went Anti-Vehicle. Now, whenever you're faced with heavy Anti-vehicle on the opposition, you don't know how to go back to Infantry and bring the fight to them. You just spawn in more vehicles and die a lot saying that the Swarm Launcher/Forge Gun is over-powered.
YOU DIE. LEARN THIS ALREADY. ACCEPT IT. ADAPT AND SURVIVE.
Jesus christ - you know, I don't have any issues with this game. I get killed, I look back and learn what I did wrong and evolve on that. I used to run Scout suits frequently and for the past three weeks I've run Logistics - Scouts don't bother me. I aim, I fire, they die. They get too close, I die. That's the nature of this game.
I highly doubt CCP intended for them to be able to DODGE BULLETS. |
RankRancid
Seraphim Initiative. CRONOS.
51
|
Posted - 2012.08.06 10:30:00 -
[26] - Quote
xprotoman23 wrote:Grit Breather wrote:Three weeks ago it was tanks. Then it was swarms and forges. Then it was the proto ARs. Now it's scouts. Every week there will be something that seems imbalanced to people. That's ok. That's how the game works. Something is only overpowered until others find a way to counter it. Then the countering agent is considered overpowered until overthrown. It's the circle of Perfect Imbalance. Edit: I'm not saying it's perfect NOW. I just think fixing hit detection will fix this entirely. Scouts have had issues with hit detection ever since the build back in december. The character models need to be bigger.
All for this as long as when they increase the size, all characters get increases. So increase hit box by 1.5 increase assault and heavy by 1.5.
Don't make it easier to hit me without making it easier for me to hit you.
That would just be stupid. |
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2012.08.06 10:38:00 -
[27] - Quote
STB-stlcarlos989 EV wrote:Aeon Amadi wrote:-Sigh- Heavies and Machine-guns and now Scouts and their Submachine Guns... Can't you people just accept the fact that there is **** in this game designed to kill you?
They even said at Fanfest that if a Scout suit gets close enough to move around you that you're ****** because you won't be able to turn fast enough - that is what they do. They are there to act as hit-and-run specialists. This "character model isn't big enough" bullshit honestly needs to stop right here and now.
Honestly, you people don't know how to adapt to a battlefield. We're about to enter a new build and you ******* -FINALLY- realized that tanks don't go away unless they're killed - so you all went Anti-Vehicle. Now, whenever you're faced with heavy Anti-vehicle on the opposition, you don't know how to go back to Infantry and bring the fight to them. You just spawn in more vehicles and die a lot saying that the Swarm Launcher/Forge Gun is over-powered.
YOU DIE. LEARN THIS ALREADY. ACCEPT IT. ADAPT AND SURVIVE.
Jesus christ - you know, I don't have any issues with this game. I get killed, I look back and learn what I did wrong and evolve on that. I used to run Scout suits frequently and for the past three weeks I've run Logistics - Scouts don't bother me. I aim, I fire, they die. They get too close, I die. That's the nature of this game. I highly doubt CCP intended for them to be able to DODGE BULLETS.
Really? Are you so sure? The Scout suit's base movement speed: 5.6 meters/sec. Sprint Speed: 7.8 meters/sec.
Compared to the Assault suit's with 5 meters/sec and 7 meters/sec. This is called Speed Tanking - they fit Kinetic Catalyzers so they can sprint -faster- and invest all of the skill points you would invest in shields/armor skills into their Endurance/Mobility/Vigor. They are doing exactly what they were designed for - you're just dying because you can't grasp that it's not just an HP Bar and point-shoot style gaming.
Armor. Shield. Speed. Electronic Warfare. The four main types of combat in Eve Online. If you go Speed, you can control combat range. When you control combat range - no matter how dangerous or powerful the opposition is they are at your mercy.
They're powered by servo-motors, their suit is a mechanized war machine that allows them to move faster. This is science fiction - not modern combat.
I'll say it again: The reason you are dying is because they invested in a combat style that is meant to counter yours. Find something to counter theirs. If you think Hit Detection is such a ***** than start using a Mass Driver. |
Zander Rodriguez
41
|
Posted - 2012.08.06 11:24:00 -
[28] - Quote
Aeon Amadi wrote:I'll say it again: The reason you are dying is because they invested in a combat style that is meant to counter yours. Find something to counter theirs. If you think Hit Detection is such a ***** than start using a Mass Driver.
Hint: counter is heavy using an HMG, more effective if his back is against the wall |
Zander Rodriguez
41
|
Posted - 2012.08.06 11:26:00 -
[29] - Quote
ps shotguns can also be effective |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.08.06 11:35:00 -
[30] - Quote
Please. Scouts are the most well balances character models in-game bar none. I'll grant you that the hit detection is not worth much at the moment in-game, but even still the scout is most balanced. I would have said that I could not believe tat this would have come up as an issue, but then again considering how everyone loves to just whine and complain about everything here I am not so surprised as I may have should have been.
Scout is balanced. We have horrid shield, and armor ratings and as pointed our CPU (Central Processing Unit) and PG (Power Grid) output is for crap. Especially compared to -- heavy, logistic, or even assault. We trade all of that off for what? A little advantage in base speed and sprint? Wow. Totally worth complaining about. I'll be looking for you come wednesday. My SMG wants to say hello. |
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EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.08.06 11:36:00 -
[31] - Quote
The scouts are annoying because hit detection doesnt want to work with scout suit espc in CQC
At distance i can drop em but in CQC hard as **** if no damage is registered at all |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.08.06 11:38:00 -
[32] - Quote
Rorek IronBlood wrote:Please. Scouts are the most well balances character models in-game bar none. I'll grant you that the hit detection is not worth much at the moment in-game, but even still the scout is most balanced. I would have said that I could not believe tat this would have come up as an issue, but then again considering how everyone loves to just whine and complain about everything here I am not so surprised as I may have should have been. Scout is balanced. We have horrid shield, and armor ratings and as pointed our CPU (Central Processing Unit) and PG (Power Grid) output is for crap. Especially compared to -- heavy, logistic, or even assault. We trade all of that off for what? A little advantage in base speed and sprint? Wow. Totally worth complaining about. I'll be looking for you come wednesday. My SMG wants to say hello.
Hit detection is broke with the scout suits its why you can sponge a million bullets and not take damage
Once hit detection is fixed you will drop like flies why you try to bunny hop and fail
You are only surviving and thinking you are doing well because the hit detection is way off with scout suits so damage barely registers |
Zander Rodriguez
41
|
Posted - 2012.08.06 11:52:00 -
[33] - Quote
EnglishSnake wrote:Rorek IronBlood wrote:Please. Scouts are the most well balances character models in-game bar none. I'll grant you that the hit detection is not worth much at the moment in-game, but even still the scout is most balanced. I would have said that I could not believe tat this would have come up as an issue, but then again considering how everyone loves to just whine and complain about everything here I am not so surprised as I may have should have been. Scout is balanced. We have horrid shield, and armor ratings and as pointed our CPU (Central Processing Unit) and PG (Power Grid) output is for crap. Especially compared to -- heavy, logistic, or even assault. We trade all of that off for what? A little advantage in base speed and sprint? Wow. Totally worth complaining about. I'll be looking for you come wednesday. My SMG wants to say hello. Hit detection is broke with the scout suits its why you can sponge a million bullets and not take damage Once hit detection is fixed you will drop like flies why you try to bunny hop and fail You are only surviving and thinking you are doing well because the hit detection is way off with scout suits so damage barely registers
We'll see |
Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2012.08.06 12:05:00 -
[34] - Quote
Hmm interesting I find butchering scouts kinda easy and as a scout I fear the creodon assult guy the most.
Make the scout big as barn and slow and I will just switch to being an assult with a AR and play on easy mode
|
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.08.06 12:15:00 -
[35] - Quote
EnglishSnake wrote:Rorek IronBlood wrote:Please. Scouts are the most well balances character models in-game bar none. I'll grant you that the hit detection is not worth much at the moment in-game, but even still the scout is most balanced. I would have said that I could not believe tat this would have come up as an issue, but then again considering how everyone loves to just whine and complain about everything here I am not so surprised as I may have should have been. Scout is balanced. We have horrid shield, and armor ratings and as pointed our CPU (Central Processing Unit) and PG (Power Grid) output is for crap. Especially compared to -- heavy, logistic, or even assault. We trade all of that off for what? A little advantage in base speed and sprint? Wow. Totally worth complaining about. I'll be looking for you come wednesday. My SMG wants to say hello. Hit detection is broke with the scout suits its why you can sponge a million bullets and not take damage Once hit detection is fixed you will drop like flies why you try to bunny hop and fail You are only surviving and thinking you are doing well because the hit detection is way off with scout suits so damage barely registers
Mmkay.. I really do not care.
First off I do die. People complaining just need to aim a bit better. Even with the bad hit detection scouts die, and I still manage a positive KDR while rushing to the front lines, capturing objectives, and wearing a standard tech level suit using almost all militia gear. So the whole I'll die threat is meaningless. First Duster's are clone. Second I already do die, and I do not care. My team winning is more important then crap asrse pansy statistic.
This thread is utterly pointless and only serves as a psuedo group therapy for butthurt whiners. So thanks for the laugh. |
Iceyburnz
316
|
Posted - 2012.08.06 12:24:00 -
[36] - Quote
My best ranged sniper shots have been against scouts. Its the assault guys, for some reason jerk about like they are in the fricken matrix. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.08.06 12:33:00 -
[37] - Quote
Thats distance tho tbh
Scouts at distance aint a problem, up close they can be due to hit detection
Once its more stable it wont be a problem, its just more annoying knowing your bullets wont cause damage half the time |
Iceyburnz
316
|
Posted - 2012.08.06 12:39:00 -
[38] - Quote
Those people complaining about hit detection ain't lying.
My first realisation was when I fired 4 massdriver shot at a heavy and somehow the heavy just absorbed the shots. No explosion,
no damage nothing. I died
Have a lot of blue flare shots with the sniper after I abandoned the Logistic/mass driver build to test scouts.
I blame the nanohive manufacturers, those little bots are producing duds. Or maybe the atmosphere of ERPG lacks the right minerals for good ammo.
|
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.08.06 13:16:00 -
[39] - Quote
Iceyburnz wrote:Those people complaining about hit detection ain't lying. My first realisation was when I fired 4 massdriver shot at a heavy and somehow the heavy just absorbed the shots. No explosion, no damage nothing. I died Have a lot of blue flare shots with the sniper after I abandoned the Logistic/mass driver build to test scouts. I blame the nanohive manufacturers, those little bots are producing duds. Or maybe the atmosphere of ERPG lacks the right minerals for good ammo.
Made me laugh aloud.
On a serious note though -- I find the mass drivers to be my worst enemy next to proto AR's. I've even been sniped with forge guns out of the blue by a heavy I can barely see down range. The mass drivers though are brutal, and whenever I see someone with one I have to get as close as possible. Anything beyond three or four meters is going to end up ground chuck. Infact due to the extremly high damage and ability to spam them they are probably a scout's worst enemy. Though it may end up being more about individuality then anything.
I see nothing wrong with the mass drivers though, and I wish heavies would learn how good they are. Heavies having a scout problem? Not no more. Just whip out the mass driver. Who wants ground chuck?! |
Terrarim
12
|
Posted - 2012.08.06 13:35:00 -
[40] - Quote
In my opinion one on one in the open (infantry) the scouts should be very dangerous as scouts are by their very definition special ops, solo and even the devs are called them assassins.
Assaults are the great utility they have large amounts of slots and pg cpu to carry things. Can work as support for tanks or work in teams to hold places down.
I use a scout (not proto atm) and consider myself a good player against proto assaults with breach out in the open I find it extremely difficult to kill them due to the amount of damage their putting out and have about a 60/40 success rate. If your in narrow quarters then the same assault will cut you to ribbons.
Due to carrying teleporters, remote explosives I usually can't use anything but my proto breach SMG,
I think a scout should always be feared one on one if hes got around the back of you. That's his job and like in other tactical FPS's the scout needs the speed and the quick strike and out to get into the back to be effective. Its the assault / dropship snipers job to make sure that scouts find it hard to get around the back in the first place.
Tactically one on one scouts should shine and unless assaults specifically put points into being a scout hunter (a la speed mods etc) then in open space or unsuspecting then scouts should be hard to take out. It's the job of the scout to pick out people who wander away from their teams etc IMO.
However soon as the battle shifts to limited quarters or corridors then with the firepower and armor/shield assaults tanks will win in that scenario.
If proto assaults with proto rifles can kill everything with ease where are the tactical disadvantages for that class?
As it is a scout will try to use his speed to either get the first shot in and ambush a person or try to get the assault in the open or have plenty of places to fall back to be able to recharge shields fast. I have to think tactically to kill proto assaults to give myself the advantage.
So to combat scouts you should either a)
teamwork to stop scouts being effective a la cutting of ways of getting around your defenses.
teamwork to take down scouts (i.e. more than 1 guy)
build your own scout killer by equipment mods skilling that way for assault (speed mods, high damage in short bursts or explosives).
Scouts are extremely vulnerable to explosives of most kinds and are extremely vulnerable if stationary or in narrow quarters.
Scouts are also vulnerable at range from assault rifles, and in particular forge guns and sniper rifles usually resulting in one shot kills against them.
If you think of it in real life terms only the elite guys are scouts in the real world. We are talking delta force, SAS, Commandos etc. these are the guys that scout, go behind enemy lines etc. One on one these guys are the best at what they do as thats what they do.
They can't hold a place forever. Are vulnerable against any type of armour, and explosives. Are vulnerable to teamwork. Scouts are best when there is confusion, ill discipline people trying to go after them one by one this is exactly what they want. To try to split up people from their teams so the other guys in their teams can bring their teamwork to bare.
In MAG it was well known how deadly these guys were as they were light fast and had good equipment. The way to stop them was to make sure you had good teamwork and covered your vulnerabilities. If you didn't you risked these guys getting behind your lines causing mayhem with demo's and if you went after them you were taking people off the front line and were highly vulnerable to ambushes or the skill of these people.
That is my opinion. Assaults should be good at everything and master at none and therefore should be vulnerable to specialists and by their very definition scouts are specialists.
Do you really think it would be fair if assault were equally as good as scouts CQC when they hold the advantage at range due to their armour, shields and ability to hold equipment?
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xprotoman23
Internal Error. Negative-Feedback
1452
|
Posted - 2012.08.06 13:41:00 -
[41] - Quote
The speed of the scout suit is fine, but the character model and hit box on the scout is too small. Damage doesn't always register against them. Anybody that denies this is clearly abusing the class. |
Terrarim
12
|
Posted - 2012.08.06 13:56:00 -
[42] - Quote
xprotoman23 wrote:The speed of the scout suit is fine, but the character model and hit box on the scout is too small. Damage doesn't always register against them. Anybody that denies this is clearly abusing the class.
I started a fight put my smg on him with his back to me only for him to whirl around and almost insta kill me to. It's not a perfect game.
If you think hit detection vs scouts is unfair try playing from asia on us or europe servers where your gun shots dont register at all even though the shield is flashing and your cursor is red.
As for the character model well they should be small that's the whole point and they haven't got the cpu or pg to back it up either.
If the assault class can do everything the scout can whats the point of having a scout class? |
xprotoman23
Internal Error. Negative-Feedback
1452
|
Posted - 2012.08.06 14:04:00 -
[43] - Quote
Terrarim wrote:xprotoman23 wrote:The speed of the scout suit is fine, but the character model and hit box on the scout is too small. Damage doesn't always register against them. Anybody that denies this is clearly abusing the class. I started a fight put my smg on him with his back to me only for him to whirl around and almost insta kill me to. It's not a perfect game. If you think hit detection vs scouts is unfair try playing from asia on us or europe servers where your gun shots dont register at all even though the shield is flashing and your cursor is red. As for the character model well they should be small that's the whole point and they haven't got the cpu or pg to back it up either. If the assault class can do everything the scout can whats the point of having a scout class?
Did I ever say hit detection vs scouts was unfair? Why would I play on the EU or Asia server when I can play on the US server?
The scout has been broken since december. The character model and hit-box are too small. Some people win their gunfights using the scout not because they can outmaneuver their opponent, but because damage doesn't register because the hit-box is too small.
The only advantage a scout should have against another class is speed not a smaller hit-box. |
Terrarim
12
|
Posted - 2012.08.06 14:16:00 -
[44] - Quote
xprotoman23 wrote:Terrarim wrote:xprotoman23 wrote:The speed of the scout suit is fine, but the character model and hit box on the scout is too small. Damage doesn't always register against them. Anybody that denies this is clearly abusing the class. I started a fight put my smg on him with his back to me only for him to whirl around and almost insta kill me to. It's not a perfect game. If you think hit detection vs scouts is unfair try playing from asia on us or europe servers where your gun shots dont register at all even though the shield is flashing and your cursor is red. As for the character model well they should be small that's the whole point and they haven't got the cpu or pg to back it up either. If the assault class can do everything the scout can whats the point of having a scout class? Did I ever say hit detection vs scouts was unfair? Why would I play on the EU or Asia server when I can play on the US server? The scout has been broken since december. The character model and hit-box are too small. Some people win their gunfights using the scout not because they can outmaneuver their opponent, but because damage doesn't register because the hit-box is too small. The only advantage a scout should have against another class is speed not a smaller hit-box.
You agree though that a scout should be smaller than assault and heavy and together with their speed they should be hard to hit / detect (the very definition of a scout after all).
|
PEEEEEEETREEEEEEEEEEEEEE
Seituoda Taskforce Command Caldari State
781
|
Posted - 2012.08.06 14:40:00 -
[45] - Quote
Terrarim wrote:xprotoman23 wrote:The speed of the scout suit is fine, but the character model and hit box on the scout is too small. Damage doesn't always register against them. Anybody that denies this is clearly abusing the class. I started a fight put my smg on him with his back to me only for him to whirl around and almost insta kill me to. It's not a perfect game. If you think hit detection vs scouts is unfair try playing from asia on us or europe servers where your gun shots dont register at all even though the shield is flashing and your cursor is red. As for the character model well they should be small that's the whole point and they haven't got the cpu or pg to back it up either. If the assault class can do everything the scout can whats the point of having a scout class?
AOL connect internet from 1998 is better than malaysian internet. |
Alldin Kan
Imperfects Negative-Feedback
169
|
Posted - 2012.08.06 15:07:00 -
[46] - Quote
Counters:
+ High RoF weapons + Assault dropsuit with high Shield regen
This only works if you keep your distance to the Scout, otherwise the limited aim sensitivity will get you killed. I tried it a few times vs Alex but ended up dying whenever someone else interfered. |
GamerEvan77
One-Armed Bandits Orbital Rights
8
|
Posted - 2012.08.06 15:24:00 -
[47] - Quote
I think hit detection will really fix this. Maybe even slowing them down a bit, but even this would upset some people. Let's see what the next build is like and then we can come back and address these issues. Then again, we are testing the game, so some things, if not a lot of things, will be broken. Trust in the fact that CCP will hear and address these problems. |
Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2012.08.06 15:41:00 -
[48] - Quote
Hit detection is the main issue. They die really fast when bullets hit them. If bullets are actually allowed to do damage to them in the future, their movement speed will probably be fine. |
Terrarim
12
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Posted - 2012.08.06 15:45:00 -
[49] - Quote
I am still genuinely interested however do people think that the assault should be as good as scouts in the open in cqc, despite having a significant ranged advantage?
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Knarf Black
Subdreddit Test Alliance Please Ignore
397
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Posted - 2012.08.06 16:10:00 -
[50] - Quote
*Yawn*
Hit detection is wonky for everyone; the scout just benefits the most for being small and fast. If assault guys could hit us as reliably as they can each other, the suit would be relegated to cannon fodder and sniping. |
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Abner Kalen
Seituoda Taskforce Command Caldari State
100
|
Posted - 2012.08.06 16:58:00 -
[51] - Quote
Trying to hit a scout 5 feet away when they're running back & forth SHOULD kill them simply by running into my CreoDron AR spray (since they're wearing spandex of course). Scouts advantage is stealth, sniping, and long distance speed. Trying to hit a Scout from medium to long range running from your side to the other should make it difficult to hit him, even when leading him. But strafing side to side shouldn't be difficult to hit at all.
Oh, and am I the only one getting fed up with the constant "Draft Saved" message pushing my text input box down a line? FIX THE DAMN CSS! Do Devs even use these forums or play this game? Do the devs in Atlanta and China get a freaking month off for vacation as well? I guess that explains why they're so far behind schedule....
I'm so worried that this game will fail, it has so much potential.... |
lDocHollidayl
Imperfects Negative-Feedback
171
|
Posted - 2012.08.06 17:35:00 -
[52] - Quote
Wow the scout users are saying it is fine. Do you guys really believe your good? You may be but using the scout is no way to judge this. Your literally immune to hits as long as your moving. We are not making this up. Do you think this is a conspiracy? A group of hundred players jealous that we didn't pick scout suits? 3 meters away...You strafe back and forth and kill me. My suit has 450 hp if I remember correctly. I am using a Duvolle...I think this gun has the third highest DPS in the game. I pull the trigger and let loose all rounds...then go 20 deep into my sidearm. NO HITS.
As persistent as you scouts are maybe I need to put two systems side by side and see what each client sees. Do not get me wrong. I run an assault and notice if I simply strafe a little left and right...bullets connect less. This should not be as I am still in a stream of fire...I hope it is only hit detection and like I have been saying not game design.
We all agree scouts move fast...they are smaller...smaller hitbox...fine. But are you not understanding immune. No bullets connect. You guys go 20-2 ....27-4... Put on another suit and I bet you will be very surprised. |
William HBonney
Imperfects Negative-Feedback
318
|
Posted - 2012.08.06 17:39:00 -
[53] - Quote
Terrarim wrote:I am still genuinely interested however do people think that the assault should be as good as scouts in the open in cqc, despite having a significant ranged advantage?
I would like to know why you think a scout should be good at CQC?? They have speed to get BEHIND enemies they should not rush into 1v1 combat knowing that their zig zag movement will make them unbeatable...and that is the thing, you can hit a strafing scout as long as he moves in one direction.
I think people have an issue with thinking CCP made a mistake or didn't see this...they are humans, mistakes happen and as for the scout they only have this unhittable issue up close and when doing the zig zag thing. That is the ONLY manuever that saves the scouts in CQC....
I find it funny that some of the most prolific players speak out against this and people call them whiners, or hey I know you go 35/5, but you gotta learn how to AIM brah'! It is a beta and broken things need to be fixed, scouts are for stealth, movement and taking objectives from under enemy noses, NOT to fearlessly run into combat knowing if you get close enough you can 1v1 anyone. |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.08.06 17:48:00 -
[54] - Quote
lDocHollidayl wrote:Wow the scout users are saying it is fine. Do you guys really believe your good? You may be but using the scout is no way to judge this. Your literally immune to hits as long as your moving. We are not making this up. Do you think this is a conspiracy? A group of hundred players jealous that we didn't pick scout suits? 3 meters away...You strafe back and forth and kill me. My suit has 450 hp if I remember correctly. I am using a Duvolle...I think this gun has the third highest DPS in the game. I pull the trigger and let loose all rounds...then go 20 deep into my sidearm. NO HITS.
As persistent as you scouts are maybe I need to put two systems side by side and see what each client sees. Do not get me wrong. I run an assault and notice if I simply strafe a little left and right...bullets connect less. This should not be as I am still in a stream of fire...I hope it is only hit detection and like I have been saying not game design.
We all agree scouts move fast...they are smaller...smaller hitbox...fine. But are you not understanding immune. No bullets connect. You guys go 20-2 ....27-4... Put on another suit and I bet you will be very surprised.
I garuntee the problem is more to do with the latent auto-aim in-game at the moment, and the fact that people are choosing slower rate of fire weapons combined with lag then the hit boxes. Personally I think people are over reacting. I kill other scouts, and people kill me just fine. When I am three or four feet away though I have the advantage, but two good shots will end my life just as well. What most people need to do is keep us atleast four to five meters away if possible at the very least. The farther away the better though of course. Also mass drivers rip us apart direct hit or not. The scouts are not over powered or any such thing. Just at the moment certain factors when in CQC (Close Quarters Combat) are tipped slightly more in our favor then it should be naturally. I'll grant that, but overall? Scouts are not broken, and happen to be the most well balanced suit with heavies right behind us. Even proto scout suits are still squishy. Not as much as the miltia or standard, but still easily more killable then most. Infact our proto standard assault levels in terms of shield and armor.
If CCP can fix the auto-aim issues, and server lag, tweek the latency and adjust the hit boxes slightly no one would complain. What also helps though is if people play in their region. It does help. People just need to calm down, and put the pitch forks away. It's getting old. Every week it's the same thing. A new scapegoat is put on the spot for witchcraft. |
Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2012.08.06 17:50:00 -
[55] - Quote
lDocHollidayl wrote: We all agree scouts move fast...they are smaller...smaller hitbox...fine. But are you not understanding immune. No bullets connect. You guys go 20-2 ....27-4... Put on another suit and I bet you will be very surprised.
Funny i used an AR for the first time this weekend on a Logistics suit and it was a hell of alot less work than using my scout. All that extra range opened up so many more chances to kill peeps. Ow and that type 2 hvy suit with the boundless hmg lolz its easy getting kills with that.
Just gona get a proto Assult and proto AR next build and demand everything else gets the nerf bat. It what the pro's do |
lDocHollidayl
Imperfects Negative-Feedback
171
|
Posted - 2012.08.06 17:59:00 -
[56] - Quote
So I should not speak on broken mechanics? I thought that is why we had the forums? BTW the Duvolle is close to the top 5 fastest shooting weapons. The point is lost on you. It is not the "slow" rate of fire that allows your special suit to live when you dry ******* me. It is the said broken mechanics. |
Icedslayer
56
|
Posted - 2012.08.06 18:00:00 -
[57] - Quote
lDocHollidayl wrote:So I should not speak on broken mechanics? I thought that is why we had the forums? BTW the Duvolle is close to the top 5 fastest shooting weapons. The point is lost on you. It is not the "slow" rate of fire that allows your special suit to live when you dry ******* me. It is the said broken mechanics.
When most ppl use the breach variant of that gun it does make it one of the slower firing weapons |
Gelan Corbaine
BetaMax.
103
|
Posted - 2012.08.06 18:09:00 -
[58] - Quote
One game I just got through finishing off a Surya and turned around to find a scout sneaking up behind me . I laughed at the little little man whipped out my Boundless SMG and shot him in the face. I'm a heavy ........and a AV heavy at that yet I'm not seeing that much problem with Scouts .. Sure there are times they catch me completely out in the open and rip me apart but that's life .....and death.....and respawn and try again . |
William HBonney
Imperfects Negative-Feedback
318
|
Posted - 2012.08.06 18:11:00 -
[59] - Quote
am I missing something? I think scouts can use ARs as well, they are not limited to sidearms...I am someone who only uses sidearms and I use the assault SMG, if that doesn't put out bullets fast enough, I am not sure what would. Scouts die, no one is saying they don't, and no one is really saying nerf the scout suit, what needs to be fixed is whatever causes a scout suit to be next to unHittable when they are quick strafing up close, whether it is hit detection, or the game can't keep up, just saying it appears to be a broken mechanic of the game.
Like i said before, this isn't some small minority of people QQing, some of the top rated people in the game have spoken out, broken things need to be fixed. |
William HBonney
Imperfects Negative-Feedback
318
|
Posted - 2012.08.06 18:13:00 -
[60] - Quote
Gelan Corbaine wrote:One game I just got through finishing off a Surya and turned around to find a scout sneaking up behind me . I laughed at the little little man whipped out my Boundless SMG and shot him in the face. I'm a heavy ........and a AV heavy at that yet I'm not seeing that much problem with Scouts .. Sure there are times they catch me completely out in the open and rip me apart but that's life .....and death.....and respawn and try again .
yes a scout running in a linear motion is easy to kill....this thread is about scouts quick strafing at 5 or so meters away, and if he was quick strafing, I am glad you got lucky. |
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Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.08.06 18:18:00 -
[61] - Quote
Aw. Someone is angry. Okay kidding aside. Do not blow your top.
No, you can voice your opinion, but I will not take it seriously unless it is calm, civil, and rationally thought out. Calling out the band wagoners, and calling for a salem wicth hunt is not going to justify any thing. I see the point and can see various points, but the general complaint is laughable almost. Scouts are not some invicible, or overpowered dropsuit with deity like abilities. I have offered up the most rational points as to why things are unnaturally tipped at the moment to the scouts favor when in CQC. I even agreed with some of those same points. What I did do is dismiss the most likely to be complaining at it's best. Barking loudly to vex and raise the torches of the people.
People are w-a-y too quick to band wagon, and scream aloud then think. I find it funny that I have little problem killing other scouts or dieing just the same, but others seem to feel we're deities. That too me is just laugh aloud hilarious. It's not out of disrespect, or being judgmental. I just believe if people accurately and rationally looked at their incurssion ratio of wins to losses against a or the scout they would find they are either winning most incurssions, or only slightly lossing. If you can keep us at a minimum four meters distance the assault will usually win especially those who are aware, or at atleast average skill. Even a militia AR will tear through a scout unimpeaded.
My advice to you? Try some of these as they seem to work on me effectively enough --
- Infantry Grenades (Locust)
- Mass Driver
- Scrambler Pistol
- Assualt Rifle
- Shotgun
- Sub Machine Gun
Funny enough I have been sniped by heavies wielding forge guns from over a hundred meters away. That is insane. Point is crap happens, and people by nature fly off the handle. I have in the moment rage, I'll curse, and complain even lay blame to everything, but myself. It's just in the moment rage though. Some people though just do not calm down as quickly though. Does the game have issues? Yeah. Is CCP working to ressolve said issues? I better will hope they are. Is the scout over powered and some deity that is invincible? Nope.
Now if you'll excuse me I need to fetch my monacle.
|
Gelan Corbaine
BetaMax.
103
|
Posted - 2012.08.06 18:22:00 -
[62] - Quote
William HBonney wrote: yes a scout running in a linear motion is easy to kill....this thread is about scouts quick strafing at 5 or so meters away, and if he was quick strafing, I am glad you got lucky.
Heh he was actually in melee range and had tried to knife me just as I turned ... He then started to strafe . Admittedly the wall right next to us might have messed him up a little . ( We were under the C spawn building.)
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STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
|
Posted - 2012.08.06 18:29:00 -
[63] - Quote
CCP really ****** up by adding aim assist and it doesn't help that we are on these testing servers. The cursor jerks to where the scout was and not where he actually is this makes it so we have to fight it and lead scouts by over a foot even when they are just a few feet away. With better servers to greatly reduce hit detection issues and a REMOVAL OF AIM ASSIST let me repeat a REMOVAL OF AIM ASSIST, (CCP I'm looking at you) the scout suit will play as intended with great straight line speed, stealth, and weak defense and will no longer make the users play like Neo. |
William HBonney
Imperfects Negative-Feedback
318
|
Posted - 2012.08.06 18:31:00 -
[64] - Quote
Rorek IronBlood wrote:Aw. Someone is angry. Okay kidding aside. Do not blow your top. No, you can voice your opinion, but I will not take it seriously unless it is calm, civil, and rationally thought out. Calling out the band wagoners, and calling for a salem wicth hunt is not going to justify any thing. I see the point and can see various points, but the general complaint is laughable almost. Scouts are not some invicible, or overpowered dropsuit with deity like abilities. I have offered up the most rational points as to why things are unnaturally tipped at the moment to the scouts favor when in CQC. I even agreed with some of those same points. What I did do is dismiss the most likely to be complaining at it's best. Barking loudly to vex and raise the torches of the people. People are w-a-y too quick to band wagon, and scream aloud then think. I find it funny that I have little problem killing other scouts or dieing just the same, but others seem to feel we're deities. That too me is just laugh aloud hilarious. It's not out of disrespect, or being judgmental. I just believe if people accurately and rationally looked at their incurssion ratio of wins to losses against a or the scout they would find they are either winning most incurssions, or only slightly lossing. If you can keep us at a minimum four meters distance the assault will usually win especially those who are aware, or at atleast average skill. Even a militia AR will tear through a scout unimpeaded. My advice to you? Try some of these as they seem to work on me effectively enough --
- Infantry Grenades (Locust)
- Mass Driver
- Scrambler Pistol
- Assualt Rifle
- Shotgun
- Sub Machine Gun
Funny enough I have been sniped by heavies wielding forge guns from over a hundred meters away. That is insane. Point is crap happens, and people by nature fly off the handle. I have in the moment rage, I'll curse, and complain even lay blame to everything, but myself. It's just in the moment rage though. Some people though just do not calm down as quickly though. Does the game have issues? Yeah. Is CCP working to ressolve said issues? I better will hope they are. Is the scout over powered and some deity that is invincible? Nope. Now if you'll excuse me I need to fetch my monacle. I have died from forge guns as well, 250 splash dmg will do that...the issue with scout suits is the strafing up close....the only thing that kills that is splash dmg....no one is saying scout suits cannot be killed, it is unlikely when they are strafing up close to get a hit on them. What you are suggesting is that everyone needs to keep scouts (the fastest suit) at a safe distance by being "aware" in a game that only pings people who are seen? The point is there should not be an "unhittable" zone for a scout as long as he strafes back and forth. |
Terrarim
12
|
Posted - 2012.08.06 18:31:00 -
[65] - Quote
I am not immune and I find proto assault and proto breach rifle very difficult to kill. To get any type of advantage over this variant I have to do the following.
Make sure that I am in optimum CQC reach (I have to plan tactically where I engage.
I have to make sure that the ground will not impede me in any way if I strafe into a wall im dead.
I must be aware of any walls when I can retreat to if I need to regain shields.
Due to me carrying teleports etc. i am usually carrying proto smg due to low levels of cpu and pg compared to assault. This means I have to hit my target first and try to keep my fire on the target than the opposition.
Despite all this against proto gear if the guy anticipates my strafe or due to clever dodging on the opponents behalf going against a proto suit and proto rifle is tough.
If you see me before I close distance im probably dead or will have to disengage.
If my get stuck or another person joins the fight I'm dead.
If you use any type of explosive im probably dead.
Being a scout is not an I win button for CQC even in its present state. You have to think and react tactically to get in optimum range especially if you run with an SMG due to using teleporters etc.
The reason often that the scout has the drop on you is he's
1) seen you on the radar due to being spotted or your firing etc
2) they then close on you from a distance trying to use cover to get in close
3) they then attack at an opportune moment when your on your own
I don't see it far then after all that information and planning that the assault has equal chance at CQC as this will make the assault suit overpowered,
As for being better at distance with a sniper rifle I don't see an advantage in being a scout with a rifle over assault to be honest one can argue that the extra shields and armour and pg and cpu would make a superior sniper.
This is a game which is supposed to be tactical. The scouts (with exception of any hit detection bugs) are well balanced and very squishy,
At the end of the day the scout is supposed to be a lone wolf they should have the advantage in one on one situations by their very nature. Good tactics (spacing using shotguns/mass drivers etc) or staying with a buddy etc are a counter to scouts or other suggestions that I gave before in my other long post. |
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
|
Posted - 2012.08.06 18:32:00 -
[66] - Quote
Rorek IronBlood wrote:Funny enough I have been sniped by heavies wielding forge guns from over a hundred meters away. That is insane.
A forge gun fires a slug that travels 7000 m/s, so how is it insane that you got sniped from only a few hundred meters?
Sorry for the off topic response but seriously. |
William HBonney
Imperfects Negative-Feedback
318
|
Posted - 2012.08.06 18:32:00 -
[67] - Quote
STB-stlcarlos989 EV wrote:CCP really ****** up by adding aim assist and it doesn't help that we are on these testing servers. The cursor jerks to where the scout was and not where he actually is this makes it so we have to fight it and lead scouts by over a foot even when they are just a few feet away. With better servers to greatly reduce hit detection issues and a REMOVAL OF AIM ASSIST let me repeat a REMOVAL OF AIM ASSIST, (CCP I'm looking at you) the scout suit will play as intended with great straight line speed, stealth, and weak defense and will no longer make the users play like Neo.
Carlos you just need to learn how to aim....Yes that is your problem you are a scrub....who can't aim... |
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
|
Posted - 2012.08.06 18:35:00 -
[68] - Quote
William HBonney wrote:STB-stlcarlos989 EV wrote:CCP really ****** up by adding aim assist and it doesn't help that we are on these testing servers. The cursor jerks to where the scout was and not where he actually is this makes it so we have to fight it and lead scouts by over a foot even when they are just a few feet away. With better servers to greatly reduce hit detection issues and a REMOVAL OF AIM ASSIST let me repeat a REMOVAL OF AIM ASSIST, (CCP I'm looking at you) the scout suit will play as intended with great straight line speed, stealth, and weak defense and will no longer make the users play like Neo. Carlos you just need to learn how to aim....Yes that is your problem you are a scrub....who can't aim...
I hope that is sarcasm or else you just painted a big target on you back. |
Terrarim
12
|
Posted - 2012.08.06 18:37:00 -
[69] - Quote
I would also like to add you wont believe the amount of times my armour has been close to zero in situations where I had a drop on a proto assault guy with me with an SMG. The only thing that saves me is speed in trying to keep the gun on the guy and then speed out to cover to take advantage of high shield refresh.
My point is that I am not aware of an invincible zone. I consider it lucky to get away from a proto breach unscathed (very lucky). |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.08.06 18:43:00 -
[70] - Quote
STB-stlcarlos989 EV wrote:Rorek IronBlood wrote:Funny enough I have been sniped by heavies wielding forge guns from over a hundred meters away. That is insane. A forge gun fires a slug that travels 7000 m/s, so how is it insane that you got sniped from only a few hundred meters? Sorry for the off topic response but seriously.
Simply because of how hard it can be to aim the forge gun down that far and still hit. It shows the skill of the user, and I was using it as point. I've had weirder things happen to me, but you do not see me complaining to nerf it or say it is broken. I feel if a heavy can snipe me with it that is awsome. Was my context not blatant enough?
Monacle... |
|
William HBonney
Imperfects Negative-Feedback
318
|
Posted - 2012.08.06 18:45:00 -
[71] - Quote
Terrarim wrote: I am not immune and I find proto assault and proto breach rifle very difficult to kill. To get any type of advantage over this variant I have to do the following.
Make sure that I am in optimum CQC reach (I have to plan tactically where I engage.
I have to make sure that the ground will not impede me in any way if I strafe into a wall im dead.
I must be aware of any walls when I can retreat to if I need to regain shields.
Due to me carrying teleports etc. i am usually carrying proto smg due to low levels of cpu and pg compared to assault. This means I have to hit my target first and try to keep my fire on the target than the opposition.
Despite all this against proto gear if the guy anticipates my strafe or due to clever dodging on the opponents behalf going against a proto suit and proto rifle is tough.
If you see me before I close distance im probably dead or will have to disengage.
If my get stuck or another person joins the fight I'm dead.
If you use any type of explosive im probably dead.
Being a scout is not an I win button for CQC even in its present state. You have to think and react tactically to get in optimum range especially if you run with an SMG due to using teleporters etc.
The reason often that the scout has the drop on you is he's
1) seen you on the radar due to being spotted or your firing etc
2) they then close on you from a distance trying to use cover to get in close
3) they then attack at an opportune moment when your on your own
I don't see it far then after all that information and planning that the assault has equal chance at CQC as this will make the assault suit overpowered,
As for being better at distance with a sniper rifle I don't see an advantage in being a scout with a rifle over assault to be honest one can argue that the extra shields and armour and pg and cpu would make a superior sniper.
This is a game which is supposed to be tactical. The scouts (with exception of any hit detection bugs) are well balanced and very squishy,
At the end of the day the scout is supposed to be a lone wolf they should have the advantage in one on one situations by their very nature. Good tactics (spacing using shotguns/mass drivers etc) or staying with a buddy etc are a counter to scouts or other suggestions that I gave before in my other long post. Okay, so lets talk about some of your logic...you can only carry an SMG, designed for CQC, and happens to have higher DPS then its AR brothers, and somehow you see a problem? Scouts should NOT be 1v1 kings....I am not talking about getting snuck up on by a scout I am saying full bore 1v1 sometimes when I start it by shooting at them, then they turn and strafe into god mode...not all scouts know how to twitch strafe.
The idea that I need to have another assault friend with me to cover my butt doesn't work either...the scout is faster then us so he decides the angle of the fight and as long as we don't get perpendicular to him we are unlikely to hit him. |
William HBonney
Imperfects Negative-Feedback
318
|
Posted - 2012.08.06 18:47:00 -
[72] - Quote
STB-stlcarlos989 EV wrote:William HBonney wrote:STB-stlcarlos989 EV wrote:CCP really ****** up by adding aim assist and it doesn't help that we are on these testing servers. The cursor jerks to where the scout was and not where he actually is this makes it so we have to fight it and lead scouts by over a foot even when they are just a few feet away. With better servers to greatly reduce hit detection issues and a REMOVAL OF AIM ASSIST let me repeat a REMOVAL OF AIM ASSIST, (CCP I'm looking at you) the scout suit will play as intended with great straight line speed, stealth, and weak defense and will no longer make the users play like Neo. Carlos you just need to learn how to aim....Yes that is your problem you are a scrub....who can't aim... I hope that is sarcasm or else you just painted a big target on you back.
just using you as an example...you and proto have both posted on this forum yet these people somehow think that the people with the scout problem just can't aim.... |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.08.06 18:49:00 -
[73] - Quote
William HBonney wrote:Rorek IronBlood wrote:Aw. Someone is angry. Okay kidding aside. Do not blow your top. No, you can voice your opinion, but I will not take it seriously unless it is calm, civil, and rationally thought out. Calling out the band wagoners, and calling for a salem wicth hunt is not going to justify any thing. I see the point and can see various points, but the general complaint is laughable almost. Scouts are not some invicible, or overpowered dropsuit with deity like abilities. I have offered up the most rational points as to why things are unnaturally tipped at the moment to the scouts favor when in CQC. I even agreed with some of those same points. What I did do is dismiss the most likely to be complaining at it's best. Barking loudly to vex and raise the torches of the people. People are w-a-y too quick to band wagon, and scream aloud then think. I find it funny that I have little problem killing other scouts or dieing just the same, but others seem to feel we're deities. That too me is just laugh aloud hilarious. It's not out of disrespect, or being judgmental. I just believe if people accurately and rationally looked at their incurssion ratio of wins to losses against a or the scout they would find they are either winning most incurssions, or only slightly lossing. If you can keep us at a minimum four meters distance the assault will usually win especially those who are aware, or at atleast average skill. Even a militia AR will tear through a scout unimpeaded. My advice to you? Try some of these as they seem to work on me effectively enough --
- Infantry Grenades (Locust)
- Mass Driver
- Scrambler Pistol
- Assualt Rifle
- Shotgun
- Sub Machine Gun
Funny enough I have been sniped by heavies wielding forge guns from over a hundred meters away. That is insane. Point is crap happens, and people by nature fly off the handle. I have in the moment rage, I'll curse, and complain even lay blame to everything, but myself. It's just in the moment rage though. Some people though just do not calm down as quickly though. Does the game have issues? Yeah. Is CCP working to ressolve said issues? I better will hope they are. Is the scout over powered and some deity that is invincible? Nope. Now if you'll excuse me I need to fetch my monacle. I have died from forge guns as well, 250 splash dmg will do that...the issue with scout suits is the strafing up close....the only thing that kills that is splash dmg....no one is saying scout suits cannot be killed, it is unlikely when they are strafing up close to get a hit on them. What you are suggesting is that everyone needs to keep scouts (the fastest suit) at a safe distance by being "aware" in a game that only pings people who are seen? The point is there should not be an "unhittable" zone for a scout as long as he strafes back and forth.
Well if CCP actually fixes the nova knife you can garuntee that will be ressolved, and it's not some miracle zone for scouts. Especially if things were working. We'd still have a minor advantage in speed, but people would complain less garunteed. As for my advice it's spot on actually. What is the best tactic other then awarness, and keeping your openent where you want them to be? If you can keep a scout at distance you win. The closer they get the harder it is to win. Atleast until the things are cleared up, and/or the nove knife is fixed. It will one hit kill most scouts and wounded scouts will be corpses. Though the same can be said if the scout uses his advantages correctly as well. It will just be more balanced.
As for splash damage it is a killer of all. I've even been killed by anti-vehicle grenades. Mine are broken and do not kill. Ha-ha. |
Belzeebub Santana
SVER True Blood Unclaimed.
409
|
Posted - 2012.08.06 18:55:00 -
[74] - Quote
Read through the entire post, and as usual the people using the abused item fail to see what others are able to.
I have felt this way for quit sometime, the hit detection on scouts up close is dog farts. Glad I am not the only decent player that had noticed it.
Scouts are easy to kill yes, but when bullets don't hit them and they are dancing in your face, that's some BS.
I don't get why scouts are supposed to be these great cqcers? The class is called scout, you should be scouting. Not running around capping objectives by yourself, but reporting enemy movements, sniping and counter sniping. What makes a scout so much more a spec-ops character? I would think an assault with cardio mods is a better fit for getting behind enemies, with uplink and REs to help cap.
Scout suits are broken right now, lag, hit detection whatever it is they don't get hit up close. That is a problem and we came here to comment and bring it to CCPs attention.
|
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
|
Posted - 2012.08.06 18:56:00 -
[75] - Quote
William HBonney wrote:STB-stlcarlos989 EV wrote:William HBonney wrote:STB-stlcarlos989 EV wrote:CCP really ****** up by adding aim assist and it doesn't help that we are on these testing servers. The cursor jerks to where the scout was and not where he actually is this makes it so we have to fight it and lead scouts by over a foot even when they are just a few feet away. With better servers to greatly reduce hit detection issues and a REMOVAL OF AIM ASSIST let me repeat a REMOVAL OF AIM ASSIST, (CCP I'm looking at you) the scout suit will play as intended with great straight line speed, stealth, and weak defense and will no longer make the users play like Neo. Carlos you just need to learn how to aim....Yes that is your problem you are a scrub....who can't aim... I hope that is sarcasm or else you just painted a big target on you back. just using you as an example...you and proto have both posted on this forum yet these people somehow think that the people with the scout problem just can't aim....
Lol yeah its pretty absurd, people always assume QQ when actually some are trying to improve gameplay.
You and doc should hit me up and do some Q-syncing with STB on our vent server, get a chance to play my me GoD-Nova, Youngcuz, cpt_krucial, Tednuget, Lurachaurus, and a few others who are active in the beta. When the grouping system kicks in STB will be an unstoppable force. |
cSRT4
13
|
Posted - 2012.08.06 18:57:00 -
[76] - Quote
I busted my butt, even with the piles of real-world work I had to do this weekend, to get the Proto Scout. I was not killed once in a gunfight. Not once. I was killed via "squashed" and splash damage from missile turrets. I know it's getting blown away as we speak but those were a fun 3 games I played.
No such thing as aim-assist, my friend. If I'm incorrect, I'd like a Dev to step in and say there is or there isn't so we're ALL clear on whether it exists. I've never ever in 3+ months had a single instance where my sights "snapped" to anybody or anything. |
Entruv
Tronhadar Free Guard Minmatar Republic
32
|
Posted - 2012.08.06 18:57:00 -
[77] - Quote
Crimson MoonV wrote:Scout suit will be fine once they fix hit detection. I play scout and I get tore up against people with assault suits that can aim. I wish I would have never put all those SP into scout. Scout is for people who like to run away and use RE. I like to stand and fight. I Should have skilled into assault.
I full skilled into assault and was thinking I shoulda skilled heavy. I have max skilled shields and to me armor is better then shields, doesn't drop as quick. At least from my perspective. I'm thinking of going logi suit next build.
On topic though, I think scout suits are will be fine once hit detection is corrected. |
Terrarim
12
|
Posted - 2012.08.06 19:01:00 -
[78] - Quote
William HBonney wrote:Terrarim wrote: I am not immune and I find proto assault and proto breach rifle very difficult to kill. To get any type of advantage over this variant I have to do the following.
Make sure that I am in optimum CQC reach (I have to plan tactically where I engage.
I have to make sure that the ground will not impede me in any way if I strafe into a wall im dead.
I must be aware of any walls when I can retreat to if I need to regain shields.
Due to me carrying teleports etc. i am usually carrying proto smg due to low levels of cpu and pg compared to assault. This means I have to hit my target first and try to keep my fire on the target than the opposition.
Despite all this against proto gear if the guy anticipates my strafe or due to clever dodging on the opponents behalf going against a proto suit and proto rifle is tough.
If you see me before I close distance im probably dead or will have to disengage.
If my get stuck or another person joins the fight I'm dead.
If you use any type of explosive im probably dead.
Being a scout is not an I win button for CQC even in its present state. You have to think and react tactically to get in optimum range especially if you run with an SMG due to using teleporters etc.
The reason often that the scout has the drop on you is he's
1) seen you on the radar due to being spotted or your firing etc
2) they then close on you from a distance trying to use cover to get in close
3) they then attack at an opportune moment when your on your own
I don't see it far then after all that information and planning that the assault has equal chance at CQC as this will make the assault suit overpowered,
As for being better at distance with a sniper rifle I don't see an advantage in being a scout with a rifle over assault to be honest one can argue that the extra shields and armour and pg and cpu would make a superior sniper.
This is a game which is supposed to be tactical. The scouts (with exception of any hit detection bugs) are well balanced and very squishy,
At the end of the day the scout is supposed to be a lone wolf they should have the advantage in one on one situations by their very nature. Good tactics (spacing using shotguns/mass drivers etc) or staying with a buddy etc are a counter to scouts or other suggestions that I gave before in my other long post. Okay, so lets talk about some of your logic...you can only carry an SMG, designed for CQC, and happens to have higher DPS then its AR brothers, and somehow you see a problem? Scouts should NOT be 1v1 kings....I am not talking about getting snuck up on by a scout I am saying full bore 1v1 sometimes when I start it by shooting at them, then they turn and strafe into god mode...not all scouts know how to twitch strafe. The idea that I need to have another assault friend with me to cover my butt doesn't work either...the scout is faster then us so he decides the angle of the fight and as long as we don't get perpendicular to him we are unlikely to hit him.
If somone sees me first and is shooting me as you said im usually dead the scout must have very high shield extenders to stay alive as the assault rifles especally proto cuts me to shreds. Even small sustained fire from assault rifles diminishes the shields rapidly. I have tried doing what you said that scout done and even trying to turn and jump in the air im usually dead before i hit the ground.
As for your two vs one well its just not that easy to kill one person with an smg never mind two even if your right beside behind each other.
Your not sitting still, im not sitting sitting still and your pal is not sitting still. The smg really is meant for 1 on 1 due to the fact its so dam hard keeping your gun on someone during all that movement and the shots are not hitting nearly as hard. It's almost impossible to use that dps because the of target acquisition. I have faced two guys with protos and proto breaches and I had next to no chance as im getting hit by two lanes of fire.
The only time I can fight more than one on one is if they other guys are new people and not aggressive allowing me to recharge and reload.
Remember also that my spec is CQC for the most part by design yet with an assault rife your wanting equal ground in cqc superior mid range and superior long range how is that fair?
If your one due has an smg or shotgun or massdriver and the other guy has an assault rifle then this will make it very difficult for the scout to kill you as you have speced to cover short range and medium and long range.
People seem to want the assault to be able to chose proto suit proto breach assault and dominate at all ranges?
|
William HBonney
Imperfects Negative-Feedback
318
|
Posted - 2012.08.06 19:03:00 -
[79] - Quote
STB-stlcarlos989 EV wrote:William HBonney wrote:STB-stlcarlos989 EV wrote:William HBonney wrote:STB-stlcarlos989 EV wrote:CCP really ****** up by adding aim assist and it doesn't help that we are on these testing servers. The cursor jerks to where the scout was and not where he actually is this makes it so we have to fight it and lead scouts by over a foot even when they are just a few feet away. With better servers to greatly reduce hit detection issues and a REMOVAL OF AIM ASSIST let me repeat a REMOVAL OF AIM ASSIST, (CCP I'm looking at you) the scout suit will play as intended with great straight line speed, stealth, and weak defense and will no longer make the users play like Neo. Carlos you just need to learn how to aim....Yes that is your problem you are a scrub....who can't aim... I hope that is sarcasm or else you just painted a big target on you back. just using you as an example...you and proto have both posted on this forum yet these people somehow think that the people with the scout problem just can't aim.... Lol yeah its pretty absurd, people always assume QQ when actually some are trying to improve gameplay. You and doc should hit me up and do some Q-syncing with STB on our vent server, get a chance to play my me GoD-Nova, Youngcuz, cpt_krucial, Tednuget, Lurachaurus, and a few others who are active in the beta. When the grouping system kicks in STB will be an unstoppable force. I have God Nova on my PSN as a friend, Doc and I are a tad oldschool, we don't do comp coms, we have actually taken to do just ambush because there is only one game happening so we always play together...but when groups happen you can bet a scouts @ss in spandex we will jump on that. |
Abron Garr
Amarr Templars Amarr Empire
256
|
Posted - 2012.08.06 19:03:00 -
[80] - Quote
Entruv wrote:Crimson MoonV wrote:Scout suit will be fine once they fix hit detection. I play scout and I get tore up against people with assault suits that can aim. I wish I would have never put all those SP into scout. Scout is for people who like to run away and use RE. I like to stand and fight. I Should have skilled into assault. I full skilled into assault and was thinking I shoulda skilled heavy. I have max skilled shields and to me armor is better then shields, doesn't drop as quick. At least from my perspective. I'm thinking of going logi suit next build. On topic though, I think scout suits are will be fine once hit detection is corrected.
I have more success from the Assault type-II then the proto. It's faster and really cheap. The logi suit is weak. It's already slow and if you start using armor plates instead of reppers, you're going to be even slower. I haven't skilled into Heavy so I can't speak to how effective they are. I hate fighting the ones with Boundless HMG and Creo ARs, but an Allotek SG usually ruins their day. |
|
Raynor Ragna
266
|
Posted - 2012.08.06 19:08:00 -
[81] - Quote
Im not sure what you are talking about because my all proto scout still gets killed in a fraction of the second in a gunfight. They need a boost if anything. |
William HBonney
Imperfects Negative-Feedback
318
|
Posted - 2012.08.06 19:09:00 -
[82] - Quote
Terrarim wrote:William HBonney wrote:Terrarim wrote: I am not immune and I find proto assault and proto breach rifle very difficult to kill. To get any type of advantage over this variant I have to do the following.
Make sure that I am in optimum CQC reach (I have to plan tactically where I engage.
I have to make sure that the ground will not impede me in any way if I strafe into a wall im dead.
I must be aware of any walls when I can retreat to if I need to regain shields.
Due to me carrying teleports etc. i am usually carrying proto smg due to low levels of cpu and pg compared to assault. This means I have to hit my target first and try to keep my fire on the target than the opposition.
Despite all this against proto gear if the guy anticipates my strafe or due to clever dodging on the opponents behalf going against a proto suit and proto rifle is tough.
If you see me before I close distance im probably dead or will have to disengage.
If my get stuck or another person joins the fight I'm dead.
If you use any type of explosive im probably dead.
Being a scout is not an I win button for CQC even in its present state. You have to think and react tactically to get in optimum range especially if you run with an SMG due to using teleporters etc.
The reason often that the scout has the drop on you is he's
1) seen you on the radar due to being spotted or your firing etc
2) they then close on you from a distance trying to use cover to get in close
3) they then attack at an opportune moment when your on your own
I don't see it far then after all that information and planning that the assault has equal chance at CQC as this will make the assault suit overpowered,
As for being better at distance with a sniper rifle I don't see an advantage in being a scout with a rifle over assault to be honest one can argue that the extra shields and armour and pg and cpu would make a superior sniper.
This is a game which is supposed to be tactical. The scouts (with exception of any hit detection bugs) are well balanced and very squishy,
At the end of the day the scout is supposed to be a lone wolf they should have the advantage in one on one situations by their very nature. Good tactics (spacing using shotguns/mass drivers etc) or staying with a buddy etc are a counter to scouts or other suggestions that I gave before in my other long post. Okay, so lets talk about some of your logic...you can only carry an SMG, designed for CQC, and happens to have higher DPS then its AR brothers, and somehow you see a problem? Scouts should NOT be 1v1 kings....I am not talking about getting snuck up on by a scout I am saying full bore 1v1 sometimes when I start it by shooting at them, then they turn and strafe into god mode...not all scouts know how to twitch strafe. The idea that I need to have another assault friend with me to cover my butt doesn't work either...the scout is faster then us so he decides the angle of the fight and as long as we don't get perpendicular to him we are unlikely to hit him. If somone sees me first and is shooting me as you said im usually dead the scout must have very high shield extenders to stay alive as the assault rifles especally proto cuts me to shreds. Even small sustained fire from assault rifles diminishes the shields rapidly. I have tried doing what you said that scout done and even trying to turn and jump in the air im usually dead before i hit the ground. As for your two vs one well its just not that easy to kill one person with an smg never mind two even if your right beside behind each other. Your not sitting still, im not sitting sitting still and your pal is not sitting still. The smg really is meant for 1 on 1 due to the fact its so dam hard keeping your gun on someone during all that movement and the shots are not hitting nearly as hard. It's almost impossible to use that dps because the of target acquisition. I have faced two guys with protos and proto breaches and I had next to no chance as im getting hit by two lanes of fire. The only time I can fight more than one on one is if they other guys are new people and not aggressive allowing me to recharge and reload. Remember also that my spec is CQC for the most part by design yet with an assault rife your wanting equal ground in cqc superior mid range and superior long range how is that fair? If your one due has an smg or shotgun or massdriver and the other guy has an assault rifle then this will make it very difficult for the scout to kill you as you have speced to cover short range and medium and long range. People seem to want the assault to be able to chose proto suit proto breach assault and dominate at all ranges? Nothing stops you from using Proto ARs, all i am saying is that SMGs are better than ARs, I only do sidearms, that is it, I have a loadout with just pistols and I do just fine, the only time there is an issue is with scout suits dancing about. Scouts are not meant to be Directs combat, but this "glitch" allows them to do so. Oh and for your info jumping is bad for scouts...you can't twitch strafe in the air...you have one trajectory and it becomes possible to lead you, which means you die. I will repeat my first statement...SMGs are better than ARs |
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
|
Posted - 2012.08.06 19:10:00 -
[83] - Quote
William HBonney wrote:I have God Nova on my PSN as a friend, Doc and I are a tad oldschool, we don't do comp coms, we have actually taken to do just ambush because there is only one game happening so we always play together...but when groups happen you can bet a scouts @ss in spandex we will jump on that.
Yeah most of us use both in-game comms and use vent to Q-sync, The beauty of vent is that it is available for PC, Mac, linux, iPhone, iPad, and android. |
Terrarim
12
|
Posted - 2012.08.06 19:11:00 -
[84] - Quote
Well I believe that I read when choosing your starting character class that they are snipers, spotters and assasins. You cant very well be assasins if you can kill anyone.
If there is a dead zone then it should be fixed I am not saying otherwise. However scouts are usually spec ops as well hence the small radar signatures this makes sense with CCP's assassin classification.
Again if somone has a scout and spends all his skills in CQC and assaults skill in rifles which are generally long to short range why should they be better than the scout in CQC?
Has anyone actually tried specing as a scout killer i.e. massdriver, shotgun, or smg spec with speed boosters in assault?
Or is everyone saying that na I can spec generally and should still have the same chance (human talents not withstanding) as someone who has specialized in something? |
William HBonney
Imperfects Negative-Feedback
318
|
Posted - 2012.08.06 19:12:00 -
[85] - Quote
STB-stlcarlos989 EV wrote:William HBonney wrote:I have God Nova on my PSN as a friend, Doc and I are a tad oldschool, we don't do comp coms, we have actually taken to do just ambush because there is only one game happening so we always play together...but when groups happen you can bet a scouts @ss in spandex we will jump on that. Yeah most of us use both in-game comms and use vent to Q-sync, The beauty of vent is that it is available for PC, Mac, linux, iPhone, iPad, and android. hmmm lemme check my knidle :)
And if your scout suit dies all the time try strafing back and forth really fast like move 3 feet one direction the cut back, rinse and repeat....you will start winning gunfights. |
Terrarim
12
|
Posted - 2012.08.06 19:13:00 -
[86] - Quote
William HBonney wrote:Terrarim wrote:William HBonney wrote:Terrarim wrote: I am not immune and I find proto assault and proto breach rifle very difficult to kill. To get any type of advantage over this variant I have to do the following.
Make sure that I am in optimum CQC reach (I have to plan tactically where I engage.
I have to make sure that the ground will not impede me in any way if I strafe into a wall im dead.
I must be aware of any walls when I can retreat to if I need to regain shields.
Due to me carrying teleports etc. i am usually carrying proto smg due to low levels of cpu and pg compared to assault. This means I have to hit my target first and try to keep my fire on the target than the opposition.
Despite all this against proto gear if the guy anticipates my strafe or due to clever dodging on the opponents behalf going against a proto suit and proto rifle is tough.
If you see me before I close distance im probably dead or will have to disengage.
If my get stuck or another person joins the fight I'm dead.
If you use any type of explosive im probably dead.
Being a scout is not an I win button for CQC even in its present state. You have to think and react tactically to get in optimum range especially if you run with an SMG due to using teleporters etc.
The reason often that the scout has the drop on you is he's
1) seen you on the radar due to being spotted or your firing etc
2) they then close on you from a distance trying to use cover to get in close
3) they then attack at an opportune moment when your on your own
I don't see it far then after all that information and planning that the assault has equal chance at CQC as this will make the assault suit overpowered,
As for being better at distance with a sniper rifle I don't see an advantage in being a scout with a rifle over assault to be honest one can argue that the extra shields and armour and pg and cpu would make a superior sniper.
This is a game which is supposed to be tactical. The scouts (with exception of any hit detection bugs) are well balanced and very squishy,
At the end of the day the scout is supposed to be a lone wolf they should have the advantage in one on one situations by their very nature. Good tactics (spacing using shotguns/mass drivers etc) or staying with a buddy etc are a counter to scouts or other suggestions that I gave before in my other long post. Okay, so lets talk about some of your logic...you can only carry an SMG, designed for CQC, and happens to have higher DPS then its AR brothers, and somehow you see a problem? Scouts should NOT be 1v1 kings....I am not talking about getting snuck up on by a scout I am saying full bore 1v1 sometimes when I start it by shooting at them, then they turn and strafe into god mode...not all scouts know how to twitch strafe. The idea that I need to have another assault friend with me to cover my butt doesn't work either...the scout is faster then us so he decides the angle of the fight and as long as we don't get perpendicular to him we are unlikely to hit him. If somone sees me first and is shooting me as you said im usually dead the scout must have very high shield extenders to stay alive as the assault rifles especally proto cuts me to shreds. Even small sustained fire from assault rifles diminishes the shields rapidly. I have tried doing what you said that scout done and even trying to turn and jump in the air im usually dead before i hit the ground. As for your two vs one well its just not that easy to kill one person with an smg never mind two even if your right beside behind each other. Your not sitting still, im not sitting sitting still and your pal is not sitting still. The smg really is meant for 1 on 1 due to the fact its so dam hard keeping your gun on someone during all that movement and the shots are not hitting nearly as hard. It's almost impossible to use that dps because the of target acquisition. I have faced two guys with protos and proto breaches and I had next to no chance as im getting hit by two lanes of fire. The only time I can fight more than one on one is if they other guys are new people and not aggressive allowing me to recharge and reload. Remember also that my spec is CQC for the most part by design yet with an assault rife your wanting equal ground in cqc superior mid range and superior long range how is that fair? If your one due has an smg or shotgun or massdriver and the other guy has an assault rifle then this will make it very difficult for the scout to kill you as you have speced to cover short range and medium and long range. People seem to want the assault to be able to chose proto suit proto breach assault and dominate at all ranges? Nothing stops you from using Proto ARs, all i am saying is that SMGs are better than ARs, I only do sidearms, that is it, I have a loadout with just pistols and I do just fine, the only time there is an issue is with scout suits dancing about. Scouts are not meant to be Directs combat, but this "glitch" allows them to do so. Oh and for your info jumping is bad for scouts...you can't twitch strafe in the air...you have one trajectory and it becomes possible to lead you, which means you die. I will repeat my first statement...SMGs are better than ARs
Where does it say that scouts can't do direct combat?
|
Maximus Stryker
Villore Sec Ops Gallente Federation
393
|
Posted - 2012.08.06 19:19:00 -
[87] - Quote
(After reading through this I have come to the conclusion that Doc, Bonney, Carlos and Proto are likely the 4 worst players in the game and need to put more hours into the beta and go to a target range and practice shooting.)
In a more serious note, I just would like to state that IMO, yes a scout is intended to be faster and sneaky and that speed is his greatest advantage. But like others have said, a scout should not feel confident when going into a gun fight. I have played as a heavy and have had scouts stand and fight me straight up while I am wielding a HMG and they have an AR. Granted I probably suck at aiming, it says a lot about the class of scouts in general when a majority of people playing as a scout are not afraid of anything. I would argue that this lack of fear is not from the scouts great skill but the lack of ability for others to accurately hit them and their shots register damage. |
Dante Daedrik
Osmon Surveillance Caldari State
97
|
Posted - 2012.08.06 19:45:00 -
[88] - Quote
Maximus Stryker wrote: But like others have said, a scout should not feel confident when going into a gun fight. I have played as a heavy and have had scouts stand and fight me straight up while I am wielding a HMG and they have an AR.
>>Implying I should engage your heavy at Mid-Range rather than Close while maneuvering around you to take advantage of slow turn speed. Edit: I use Boundless Breach SMG, not AR
Also, Ambush Scouts need that fearlessness in order to cause chaos/panic/confusion. I've played plenty of matches where I've thrown a grenade into the surrounding area of an objective, run up a hill, and long jumped into the area where I then proceed to run around gaining bearings of where enemies are located and using the environment to flank them or catch the advantage. Without the fearlessness we wouldnt be able to cause that confusion/chaos to take advantage of, especially when engaging multiple targets. |
Ignatius Crumwald
Sanmatar Kelkoons Minmatar Republic
475
|
Posted - 2012.08.06 20:27:00 -
[89] - Quote
Facing a scout in this build is like facing someone from the last build. You can see all of your shots hit shield, but no damage registers. This still happens with assault and heavy if they zig-zag in your face but with 90% less frequency.
Framerate has improved but detection and bullet speed/physics are still off quite a bit. Hopefully the next build makes as much progress in this area as the last two have. |
Kira Lannister
Hellstorm Inc League of Infamy
711
|
Posted - 2012.08.06 20:35:00 -
[90] - Quote
Yeah I've noticed that with scouts, you can empty a clip or two into them and nothing. They have ghost armor! |
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Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.08.06 21:34:00 -
[91] - Quote
The scout suit isn't broken, it is fast. Hit detection should always improve, but they are very fragile. If they are strafing in the open, just fire where they have to move through, or use your cover to force them to close, hopefully in a straight line. |
Maximus Stryker
Villore Sec Ops Gallente Federation
393
|
Posted - 2012.08.06 22:10:00 -
[92] - Quote
Dante Daedrik wrote:Maximus Stryker wrote: But like others have said, a scout should not feel confident when going into a gun fight. I have played as a heavy and have had scouts stand and fight me straight up while I am wielding a HMG and they have an AR. >>Implying I should engage your heavy at Mid-Range rather than Close while maneuvering around you to take advantage of slow turn speed.Edit: I use Boundless Breach SMG, not AR Also, Ambush Scouts need that fearlessness in order to cause chaos/panic/confusion. I've played plenty of matches where I've thrown a grenade into the surrounding area of an objective, run up a hill, and long jumped into the area where I then proceed to run around gaining bearings of where enemies are located and using the environment to flank them or catch the advantage. Without the fearlessness we wouldnt be able to cause that confusion/chaos to take advantage of, especially when engaging multiple targets.
Obviously moving around me at a close distance is your best bet, my implication was that I thought even though this is the best tactic for a scout up close to a heavy, i would have thought it be more of a last resort rather than a full on charge at the heavy... |
Dante Daedrik
Osmon Surveillance Caldari State
97
|
Posted - 2012.08.06 22:32:00 -
[93] - Quote
Maximus Stryker wrote: Obviously moving around me at a close distance is your best bet, my implication was that I thought even though this is the best tactic for a scout up close to a heavy, i would have thought it be more of a last resort rather than a full on charge at the heavy...
I understand what you mean, originally before I started playing I assumed the Scout (as sniper) would be the only real danger to Heavies, and then ARs were a danger to the Scouts, etc. But even so as Scout (Adv. Suit) I still meet some fairly witty Heavies who get me a descent amount of times by being aware of their surroundings and when I may be trying to ambush them and as a result using forge guns or mass drivers to take me out. |
Jaiden Longshot
Pink Fluffy Bounty Hunterz RISE of LEGION
216
|
Posted - 2012.08.06 23:04:00 -
[94] - Quote
If Scout is so OP then why don't you play as a Scout and prove it through data. I see some of the very same people complaining who knew Swarm was broken and continued to use it...."To make it so obvious that it was a problem"
The real issue is you guys hate what you aren't and what kills you more than once. It can't possibly be that someone got the better of you. It has to be that something is OP. First it was Heavies...and now they need some love again...then it was vehicles....ZOMG, how can a tank kill my assault suit!....and now it's the Scout suit???
Hit detection has been issue since day 1 but has improved since the last build. It's still not as good as it needs to be but that has nothing to do with the suit. The Scout, as intended, is a speed tank and has a low signature . There is intentional imbalance between the suits. This is a squad based game after all. We just don't know how this all shakes out once people can group up. I'm sure the QQers will have a whole new list of things that are OP and I'm betting on Logi being the first victim once grouping is available.
If you have a problem with hit detection then complain about that instead of asking for a Nerf when you have no data to support your argument other than "I'm leet and I can't kill a Scout every time I face one"
IMO, there is a good balance between Scout and Assault. If you fit for max tank/survival, the Scout can't even get within 500 EHP of the Assault suit. The assault has more CPU and PG which allows you more flexibility with your fit. All this for a bit more speed, shield recharge rate, and a smaller signature.
How do yo think Heavy players feel right now? Large sig, super slow, reduced armor, and reduced HMG damage since their Nerf. |
Abron Garr
Amarr Templars Amarr Empire
256
|
Posted - 2012.08.06 23:48:00 -
[95] - Quote
Scout suit in CQC |
Absol Evoxazon
Hikahotaru
28
|
Posted - 2012.08.06 23:55:00 -
[96] - Quote
Nerf Gäó |
ReGnUm DEl
Doomheim
622
|
Posted - 2012.08.07 00:40:00 -
[97] - Quote
HATERS GONNA HATE |
Asher Night
Villore Sec Ops Gallente Federation
79
|
Posted - 2012.08.07 00:42:00 -
[98] - Quote
lDocHollidayl wrote:I have heard that once hit detection is fixed it will not be an issue. I am not convinced. Moving or a straight line scouts do not receive damage like other suits. Is this part of the game or an area that will be addressed? The scout is the hardest suit to hit. Everyone can see it is broken. Without RE's to corner scouts with, they will be matrix-like. I have had two friends quit already: saying "scouts are too unbalanced", "hit detection is whack". I went through 120 rounds once with a scout zigzagging 3 meters from me. It is... irritating. Not having them in the game would be an improvement.
Hello Doc, how have you been? I played with you in MAG, and I know you are a good player, so don't think that I am undermining your opinion or anything, but I do disagree with you. I'll explain...
I play as a scout, and have little to no difficulty killing other scouts. In fact, I'm happy when I meet a scout on the battlefield because it means I am about 90% likely to get a kill. Seriously, I rarely ever get killed by other scouts. You could make the argument "Well, you move fast like a scout, so that's why you can kill them", but that doesn't explain why they can't kill me.
When I meet Assault suits, it's more of an issue. Not just because they all ***** the Creodon Breach nowadays, but because they move decently fast while strafing back and forth PLUS they have way, way more health. Too much health for me to fire through with consistent, accurate hits while we both strafe back and forth as I try to hit them and avoid their AR (which does more damage up close than my SMG does).
When it comes to Heavy armor users, If I meet them one on one, I lose about 75% of the time. The only time I can ever beat them is if I run away and lure them into reinforcements, find them with their back turned (even then they often manage to turn around and take me out because of how weak the SMG is against Heavies and their weapons), or find them engaged with another enemy and unable to fire at me.
Right now, this game isn't about skill, it's about experience and how "leveled" your character is, so for a scout, it's REALLY hard to beat someone if they are on the same level and have shield/armor extenders. So maybe that will help you. The success of a scout really relies on your failure at aiming, not so much their talent with gun game - not at this point in the beta anyway. Nothing is more frustrating than hitting an enemy with 80 bullets to the back and not getting a kill, then having them turn around and hit you 4 times with a creo and shuffling off like they have so much talent. |
ReGnUm DEl
Doomheim
622
|
Posted - 2012.08.07 00:51:00 -
[99] - Quote
Asher Night wrote:lDocHollidayl wrote:I have heard that once hit detection is fixed it will not be an issue. I am not convinced. Moving or a straight line scouts do not receive damage like other suits. Is this part of the game or an area that will be addressed? The scout is the hardest suit to hit. Everyone can see it is broken. Without RE's to corner scouts with, they will be matrix-like. I have had two friends quit already: saying "scouts are too unbalanced", "hit detection is whack". I went through 120 rounds once with a scout zigzagging 3 meters from me. It is... irritating. Not having them in the game would be an improvement. Hello Doc, how have you been? I played with you in MAG, and I know you are a good player, so don't think that I am undermining your opinion or anything, but I do disagree with you. I'll explain... I play as a scout, and have little to no difficulty killing other scouts. In fact, I'm happy when I meet a scout on the battlefield because it means I am about 90% likely to get a kill. Seriously, I rarely ever get killed by other scouts. You could make the argument "Well, you move fast like a scout, so that's why you can kill them", but that doesn't explain why they can't kill me. When I meet Assault suits, it's more of an issue. Not just because they all ***** the Creodon Breach nowadays, but because they move decently fast while strafing back and forth PLUS they have way, way more health. Too much health for me to fire through with consistent, accurate hits while we both strafe back and forth as I try to hit them and avoid their AR (which does more damage up close than my SMG does). When it comes to Heavy armor users, If I meet them one on one, I lose about 75% of the time. The only time I can ever beat them is if I run away and lure them into reinforcements, find them with their back turned (even then they often manage to turn around and take me out because of how weak the SMG is against Heavies and their weapons), or find them engaged with another enemy and unable to fire at me. Right now, this game isn't about skill, it's about experience and how "leveled" your character is, so for a scout, it's REALLY hard to beat someone if they are on the same level and have shield/armor extenders. So maybe that will help you. The success of a scout really relies on your failure at aiming, not so much their talent with gun game - not at this point in the beta anyway. Nothing is more frustrating than hitting an enemy with 80 bullets to the back and not getting a kill, then having them turn around and hit you 4 times with a creo and shuffling off like they have so much talent.
I wrecked you two nights ago... easy mode
BTW your not a good scout |
ryan valentine
Sanmatar Kelkoons Minmatar Republic
15
|
Posted - 2012.08.07 01:17:00 -
[100] - Quote
Terrarim wrote: Has anyone actually tried specing as a scout killer i.e. massdriver, shotgun, or smg spec with speed boosters in assault?
Or is everyone saying that na I can spec generally and should still have the same chance (human talents not withstanding) as someone who has specialized in something?
Ya .. actually. Though I use a Logi II with dmg mods and a freedom Mass Driver. I always win in close-quarters, every time I can think of no matter the Scout Suit type. The Snipers get me from time to time cuz the Logi II has no tank but I have killed lots of them too. Just made sense to hunt Scouts with the Mass Driver, its your only assured 1v1 victory. Everbody else shreds me like paper in 1v1. |
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Stephiano Daphiti
Subdreddit Test Alliance Please Ignore
16
|
Posted - 2012.08.07 03:01:00 -
[101] - Quote
Zander Rodriguez wrote: Hint: counter is heavy using an HMG, more effective if his back is against the wall
Indeed: I chew them up easily with my HMG..... when my back is against a wall/object so they cant totally flank me. |
Asher Night
Villore Sec Ops Gallente Federation
79
|
Posted - 2012.08.07 03:02:00 -
[102] - Quote
ReGnUm DEl wrote:
I wrecked you two nights ago... easy mode
BTW your not a good scout
Wow, you're so cool. Everyone wants to hang out with you now, lol.
I wouldn't doubt you wrecked me. I accidentally bought a bunch of tier 2 scout suits and wanted to burn through them. Not like it even matters since this is the last weekend of this beta phase. If I was an awful player I wouldn't have a 2.53 KDR.
I think I might remember you - you run the assault suit and... not the creo or the duvolle but a different AR right? I'm pretty damn sure you have at least 2 shield extenders because I remember emptying clips into your ass and getting no where. Anyway, as I said, Assault suits are harder to take down given their speed and typical damage output, so the fact that you even said anything about besting me in a beta that I wasn't even trying in just shows how desperate you are for approval.
Why don't you and I meet up again in the final game and see what happens? BOTH in the same suit with the same weapon and modules? |
Arceus Evoxazon
Hikahotaru
119
|
Posted - 2012.08.07 03:04:00 -
[103] - Quote
lDocHollidayl wrote:I have heard that once hit detection is fixed it will not be an issue. I am not convinced. Moving or a straight line scouts do not receive damage like other suits. Is this part of the game or an area that will be addressed? The scout is the hardest suit to hit. Everyone can see it is broken. Without RE's to corner scouts with, they will be matrix-like. I have had two friends quit already: saying "scouts are too unbalanced", "hit detection is whack". I went through 120 rounds once with a scout zigzagging 3 meters from me. It is... irritating. Not having them in the game would be an improvement.
NERF EVERYTHINGGäó |
Rugman91
Deep Space Republic
143
|
Posted - 2012.08.07 03:08:00 -
[104] - Quote
I think the poor framerate is half of the cause along with poor hit dedection. |
Arceus Evoxazon
Hikahotaru
119
|
Posted - 2012.08.07 03:09:00 -
[105] - Quote
Asher Night wrote:ReGnUm DEl wrote:
I wrecked you two nights ago... easy mode
BTW your not a good scout
Wow, you're so cool. Everyone wants to hang out with you now, lol. I wouldn't doubt you wrecked me. I accidentally bought a bunch of tier 2 scout suits and wanted to burn through them. Not like it even matters since this is the last weekend of this beta phase. If I was an awful player I wouldn't have a 2.53 KDR. I think I might remember you - you run the assault suit and... not the creo or the duvolle but a different AR right? I'm pretty damn sure you have at least 2 shield extenders because I remember emptying clips into your ass and getting no where. Anyway, as I said, Assault suits are harder to take down given their speed and typical damage output, so the fact that you even said anything about besting me in a beta that I wasn't even trying in just shows how desperate you are for approval. Why don't you and I meet up again in the final game and see what happens? BOTH in the same suit with the same weapon and modules? Point #1 - "I accidentally bought a bunch of tier 2 scout suits and I wanted to burn through them"
You realize this counts towards your overall assets, which I'm sure, they will eventually play a part in the actual game. Don't get in to a habit of doing this.
Point #2 - "If I was an awful player I wouldn't have a 2.53 KDR"
I use Remotes and have a great KDR. Does that make me a good player? No, It means I use my tools effectively. KDR doesn't make you "Great". It makes you valuable.
Point # 3 - "AR AR AR AR AR shield empty clip AR AR AR"
You're still using an AR. You want to test your skill? Use an SMG. Best someone with that and you'll be a better player. |
William HBonney
Imperfects Negative-Feedback
318
|
Posted - 2012.08.07 03:15:00 -
[106] - Quote
First off topic since the scout users want to keep bringing up ARs, smgs are better at cqc than ARs. Smgs do more DPS and the breach variant can shoot for quite some time. Scout suits only pose an issue when the twitch strafe..never any other time. And it is not about being beaten in a gun fight, it is that we don't get any hits on the scout. Not a one time deal either, and not only 3 people saying it. I hope when hit detection and frame rate is improved that this issue is corrected, it is our job as beta testers to make the devs aware.
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Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.08.07 03:19:00 -
[107] - Quote
I'd just like to point out smgs do not do more paper dps, although they are likely doing more applied dps at cqc. Seriously, some people need to spend more time with spreadsheets before declaring opinion fact. |
Ten-Sidhe
Osmon Surveillance Caldari State
414
|
Posted - 2012.08.07 03:22:00 -
[108] - Quote
The speed is only a defense at close range, assuming it is not a silly glitch. The speed tank in EvE requires circling at close range.
Some of the hits not scored may be due to the hit detection issues, makes sense that a faster target would make problem worse. That combined with a by design small, fast target would make it more obvious, and harder to separate from intended effect.
The hit detection and auto-aim(I can't tell if they are real glitches or poor aim on my part, so I will trust FPS players word there is a issue since they have more knowledge here.) would both be most obvious on a shooting a scout. I have noticed I have to lead way ahead to hit a strafing scout, not leading enough could be part of problem but not all of it.
Maybe the new build will remove the problem with better hit detection.
Scouts are supposed to be hard to hit when strafing close, harder for scout to do the more enemies are there. So, 1 scout vs assault a scout can strafe, 5 scout vs 5 assault the assaults will be firing from multiple angles and thus hard to keep transversel speed high(point of strafing). The scout is good alone, the assault in groups. |
Mic McCoy
Villore Sec Ops Gallente Federation
19
|
Posted - 2012.08.07 03:51:00 -
[109] - Quote
I don't always run a scout suite but when I do It is usually with swarms and an SMG. I do not know how to twitch strafe but even so Ive never had an issue with them tbh. I play my scout suit as I imagine it should be played. Get in quick, hack objective, get out quick, hide close by until someone tries to stop the hack, run in and get a kill from behind. I tend to play more cautios in scout suites only because they are not supposed to be heavy hitting front lines kind of suites, and until this thread I didn't know they could :p
Thanks for the info :) |
William HBonney
Imperfects Negative-Feedback
318
|
Posted - 2012.08.07 04:05:00 -
[110] - Quote
Noc Tempre wrote:I'd just like to point out smgs do not do more paper dps, although they are likely doing more applied dps at cqc. Seriously, some people need to spend more time with spreadsheets before declaring opinion fact. Noc you are bad at math. Sorry, so here goes, the numbers will be a bit off since I am doing this from memory, we will compare the oooooo so deadly creon AR and the Assault SMG, Both are proto and both assume max skills and a 10% dmg buff.
Creon 57.6 base dmg with a 401 ROF SMG 24 base dmg with 1050 ROF
So what we must do is make the ROF per second, so we devide by 60 which gets us....
6.68 bullets/sec for the CREON 17.5 Bullets/sec for SMG
now for the DMG...so an SMG lvled up with a 10% dmg mod is +50% dmg (15%for wpnry and 25% from SMG ops) 36dmg/bullet The CREON with a 10% booster +40% (15% from wpn and 15% from asslt prof) 80.64dmg/ bullet...... NOW THE MATH 6.68*80.64=538.67 DPS for the creon! which will kill a decent assault suit hurray! 17.5*36=630 DPS for the SMG....umm wait...last time I checked 630>539(I rounded up to be nice)
So the SMGs do more paper DPS...I mean in your world they don't, and also in your world the scout suit is fine and dandy... By the way the assault scrambler pistol does 1050 DPS.... |
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Arceus Evoxazon
Hikahotaru
119
|
Posted - 2012.08.07 04:08:00 -
[111] - Quote
Guys ... the scout suit is just smaller in general. Wouldn't it make sense to have a smaller hitbox? |
William HBonney
Imperfects Negative-Feedback
318
|
Posted - 2012.08.07 04:13:00 -
[112] - Quote
we aren't talking about smaller hitbox, hard to hit....the problem ONLY occurs when they are twitch strafing, it is like the game cannot keep up with them and doesn't register hits....if the scout is running in a straight line or strafing without criss crossing they are easy to lead and kill, BUT when they cut back they never get to the place where the lead bullets are suppose to meet them so they take very little to no hits.... as My previous post shows...it doesn't take more then a few seconds to kill someone...the militia AR does 375 DPS |
Buzzwords
Deadly Blue Dots RISE of LEGION
416
|
Posted - 2012.08.07 04:19:00 -
[113] - Quote
William HBonney wrote:Noc Tempre wrote:I'd just like to point out smgs do not do more paper dps, although they are likely doing more applied dps at cqc. Seriously, some people need to spend more time with spreadsheets before declaring opinion fact. Noc you are bad at math. Sorry, so here goes, the numbers will be a bit off since I am doing this from memory, we will compare the oooooo so deadly creon AR and the Assault SMG, Both are proto and both assume max skills and a 10% dmg buff. Creon 57.6 base dmg with a 401 ROF SMG 24 base dmg with 1050 ROF So what we must do is make the ROF per second, so we devide by 60 which gets us.... 6.68 bullets/sec for the CREON 17.5 Bullets/sec for SMG now for the DMG...so an SMG lvled up with a 10% dmg mod is +50% dmg (15%for wpnry and 25% from SMG ops) 36dmg/bullet The CREON with a 10% booster +40% (15% from wpn and 15% from asslt prof) 80.64dmg/ bullet...... NOW THE MATH 6.68*80.64=538.67 DPS for the creon! which will kill a decent assault suit hurray! 17.5*36=630 DPS for the SMG....umm wait...last time I checked 630>539(I rounded up to be nice) So the SMGs do more paper DPS...I mean in your world they don't, and also in your world the scout suit is fine and dandy... By the way the assault scrambler pistol does 1050 DPS....
but a duvolle with the same 40% damage buff is 630. so...
plus i think you're SLIGHTLY overestimating the smg RoF, and under estimating the creodrons.
i think the ishukune assault is either 1024 or 1048? but i know it's not a nice round number like 1050
same with the creodron, i think it ends in a decimal. so it's prolly something stupid like 401.1. even so, most prototype weapons out dps a creodron. on paper.
edit: also... uh. why can't scout's use assault rifles? what was the point of this? |
William HBonney
Imperfects Negative-Feedback
318
|
Posted - 2012.08.07 04:32:00 -
[114] - Quote
Buzzwords wrote:William HBonney wrote:Noc Tempre wrote:I'd just like to point out smgs do not do more paper dps, although they are likely doing more applied dps at cqc. Seriously, some people need to spend more time with spreadsheets before declaring opinion fact. Noc you are bad at math. Sorry, so here goes, the numbers will be a bit off since I am doing this from memory, we will compare the oooooo so deadly creon AR and the Assault SMG, Both are proto and both assume max skills and a 10% dmg buff. Creon 57.6 base dmg with a 401 ROF SMG 24 base dmg with 1050 ROF So what we must do is make the ROF per second, so we devide by 60 which gets us.... 6.68 bullets/sec for the CREON 17.5 Bullets/sec for SMG now for the DMG...so an SMG lvled up with a 10% dmg mod is +50% dmg (15%for wpnry and 25% from SMG ops) 36dmg/bullet The CREON with a 10% booster +40% (15% from wpn and 15% from asslt prof) 80.64dmg/ bullet...... NOW THE MATH 6.68*80.64=538.67 DPS for the creon! which will kill a decent assault suit hurray! 17.5*36=630 DPS for the SMG....umm wait...last time I checked 630>539(I rounded up to be nice) So the SMGs do more paper DPS...I mean in your world they don't, and also in your world the scout suit is fine and dandy... By the way the assault scrambler pistol does 1050 DPS.... but a duvolle with the same 40% damage buff is 630. so... plus i think you're SLIGHTLY overestimating the smg RoF, and under estimating the creodrons. i think the ishukune assault is either 1024 or 1048? but i know it's not a nice round number like 1050 same with the creodron, i think it ends in a decimal. so it's prolly something stupid like 401.1. even so, most prototype weapons out dps a creodron. on paper When Dust was up and I ran the numbers with my brother the order actually does go assault SMG, Duvolle, breach SMG, then creon.
The interesting part is TOTAL dmg output per clip, the order is reversed.....but SMGs do have the edge in CQC on paper. |
William HBonney
Imperfects Negative-Feedback
318
|
Posted - 2012.08.07 04:36:00 -
[115] - Quote
we are hopefully getting a new build so the numbers may change, but when it happens i will run the numbers again so everyone can see it and stop with the conjecture that the CREON is OP and SMGs are mediocre....I only run sidearms and have only had a consistant issue with scouts, mainly because my play style is up and personal...except when i counter snipe with a scrambler. |
Maken Tosch
263
|
Posted - 2012.08.07 04:36:00 -
[116] - Quote
xprotoman23 wrote:Besides hit detection issues the character model of the scout is too small.
There is absolutely no reason to think that the visual model of the suit is too small. It is a scout suit. It is meant to be small because it lacks armor and equipment.
As for hit detection, I really do not see a problem with it. I am a scout and I have had several occasions where I was shot down easily even when zig zagging. It is just a case of being good with a gun. If there is a hit detection problem, then either I really suck at running away from a gun fight or the conditions for the hit detections just havent happen yet. |
Buzzwords
Deadly Blue Dots RISE of LEGION
416
|
Posted - 2012.08.07 04:41:00 -
[117] - Quote
i dunno maybe the assault smg RoF is 1060 something. but i KNOW it's not 1050 even. it's token really but it breaks the tie one way or the other. i just remember seeing it and thinking "what an arbitrary number?"
edit: removed the 8 feet of quotes for 2 lines of reply.
more edit: know what it prolly is? no damage mod. with +30% for duvolle and +40% for ishukune you get 585 duvolle and 586.8 for ishukune, with 1048 RoF
so the duvolle apparently benefits a little bit more from the damage mod. which makes sense as it only multiplies the damage, and not the RoF. multiply by the larger number gets you more, while rof remains static |
xprotoman23
Internal Error. Negative-Feedback
1452
|
Posted - 2012.08.07 04:46:00 -
[118] - Quote
Maken Tosch wrote:xprotoman23 wrote:Besides hit detection issues the character model of the scout is too small. There is absolutely no reason to think that the visual model of the suit is too small. It is a scout suit. It is meant to be small because it lacks armor and equipment. As for hit detection, I really do not see a problem with it. I am a scout and I have had several occasions where I was shot down easily even when zig zagging. It is just a case of being good with a gun. If there is a hit detection problem, then either I really suck at running away from a gun fight or the conditions for the hit detections just havent happen yet.
I must not be good with a gun to consistently drop 40+ kills per game regardless of attack/defense
The scout suit has been broken since december the hit box needs to be larger damage doesn't always consistently register against the scout suit like it does against any other suit. |
Arceus Evoxazon
Hikahotaru
119
|
Posted - 2012.08.07 04:58:00 -
[119] - Quote
xprotoman23 wrote:Maken Tosch wrote:xprotoman23 wrote:Besides hit detection issues the character model of the scout is too small. There is absolutely no reason to think that the visual model of the suit is too small. It is a scout suit. It is meant to be small because it lacks armor and equipment. As for hit detection, I really do not see a problem with it. I am a scout and I have had several occasions where I was shot down easily even when zig zagging. It is just a case of being good with a gun. If there is a hit detection problem, then either I really suck at running away from a gun fight or the conditions for the hit detections just havent happen yet. I must not be good with a gun to consistently drop 40+ kills per game regardless of attack/defense The scout suit has been broken since december the hit box needs to be larger damage doesn't always consistently register against the scout suit like it does against any other suit. Hit box should be large as the screen so when you fire, you hit everything, always. |
William HBonney
Imperfects Negative-Feedback
318
|
Posted - 2012.08.07 12:45:00 -
[120] - Quote
^^ Thank you for the well thought out discussion point. Your input is important to us. I think having a hit box as big as the screen would be problamatic, with the current lag, hit detection, framerate, the scout suit has issues with registering hits when it twitch strafes.
>>>>> <<<<< >>>>> <<<<<< |
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DTOracle
1
|
Posted - 2012.08.07 14:17:00 -
[121] - Quote
Any player who is aware of their surroundings, should not have a problem with scouts. If you don't let us get in close, then it's an easy kill. If you are relying on your mini map, then that is your problem. Scouts will only show up on the map, if someone has them in their LOS. Honestly I die much more in my scout DS than in my assault DS , but it's so much fun |
Gilbatron
Free-Space-Ranger Nulli Secunda
81
|
Posted - 2012.08.07 14:29:00 -
[122] - Quote
scout suits dont need to be bigger, hit detection needs to be fixed
cant wait to use my proto shotgun and proto scout suit once kb/m is implemented, i loose to much isk using them right now :P |
Maximus Stryker
Villore Sec Ops Gallente Federation
393
|
Posted - 2012.08.07 15:40:00 -
[123] - Quote
Just so we are clear, am I correct in my assumption that the issue we are discussing is that it appears when a scout suit moves in a specific way ("zig zag" "twitch straffe" ect.) that somehow the game is not registering damage on the scout suit...? We believe this is the case because we can see that our reticle/cross hair is on the player an as we are firing but we can also see the damage displayed not lowering (the bars over the player that display their armor and shield).
Can I further assume that most of us are not complaining that the scout is "too small" or "too fast" ...rather as previously stated, that the game appears to not be registering hits accurately.
Furthermore, a separate concern is, is CCP knowingly and intentionally creating the game with the scout not registering damage in the above mentioned ways because that is their vision for the game. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.08.07 15:51:00 -
[124] - Quote
Here is SoCal's AR and SMG table.
https://docs.google.com/file/d/0B8yOSDZD3MfKNXlSX0dxVHJ1TE0/edit https://docs.google.com/file/d/0B8yOSDZD3MfKWm8tejRvVVhmMmM/edit
Note that his minimum DPS may not account for the minimum skills required to wield the weapon, which would skew comparisons of the prototype weapons. |
Maximus Stryker
Villore Sec Ops Gallente Federation
393
|
Posted - 2012.08.07 16:14:00 -
[125] - Quote
Impressive tables, truly. Can you explain how he is calculating the DPS row? It is the fifth row from the bottom? What does DPS stand for in this table?
Am I doing something wrong for the Ishukone Assault Submachine gun: Damage 33.6 1052.6 rounds per minute = 17.54333333333333 rounds per second (1052.6/60) Damage per second by my guess should therefore be 17.543 rounds times 33.6 damage = 589.445 damage per second
However, in the chart, it has the DPS at 392.1
I am confused, and not good at math... |
Maken Tosch
263
|
Posted - 2012.08.07 16:17:00 -
[126] - Quote
xprotoman23 wrote:Maken Tosch wrote:xprotoman23 wrote:Besides hit detection issues the character model of the scout is too small. There is absolutely no reason to think that the visual model of the suit is too small. It is a scout suit. It is meant to be small because it lacks armor and equipment. As for hit detection, I really do not see a problem with it. I am a scout and I have had several occasions where I was shot down easily even when zig zagging. It is just a case of being good with a gun. If there is a hit detection problem, then either I really suck at running away from a gun fight or the conditions for the hit detections just havent happen yet. I must not be good with a gun to consistently drop 40+ kills per game regardless of attack/defense The scout suit has been broken since december the hit box needs to be larger damage doesn't always consistently register against the scout suit like it does against any other suit.
And how many of those 40+ kills per game were from actual scouts? |
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
|
Posted - 2012.08.07 16:21:00 -
[127] - Quote
With Weaponry 5 (15% boost) and SMG Operation 5 (25% SMG boost) and AR Proficiency 5 (15% AR Boost)
DPS: Duvolle AR > Ishukone Assault SMG > Boundless Breach SMG > Creodron Breach AR
Duvolle AR: 36 damage, 750 RPM, 30% damage increase, DPS = 585 Ishukone Assault SMG: 24 damage, 1000 RPM, 40% damage increase, DPS = 560 Boundless Breach SMG: 40.8, 534.8 RPM, 40% damage increase, DPS = 509 Creodron Breach AR: 57.6 damage, 401.1 RPM, 30% damage increase, DPS = 501
Those are the actual DPS with max damage increasing skills and NO damage mods.
Effective range goes as follows Creodron Breach AR > Duvolle AR > Boundless Breach SMG > Ishukone Assault SMG |
Moorian Flav
Ectype Inc.
20
|
Posted - 2012.08.07 16:27:00 -
[128] - Quote
I have an easy fix that I use: Use a Mass Driver. No matter how fast you zig-zag, you will not escape the splash damage. I seriously do not know why I do not see the Mass Driver more. |
William HBonney
Imperfects Negative-Feedback
318
|
Posted - 2012.08.07 16:29:00 -
[129] - Quote
Umm well, I hate to say it, but his table is wrong.
I don't know what formula he used for DPS, but you really need to check the math on your source...I could say a lot of things to compliment your blind faith here, but I will try and stay civil Just because someone makes up a table doesn't make it right.
INFO FROM HIS TABLE! Duvolle AR ROF 750 RPM (that means rounds per minute...to make it rounds per second you must divide by 60.) which equals 12.5...then we multiply that by the damage....we multiply because we want to consider each bullet hitting the target in that second. 12.5*46.8(the listed dmg/bullet) =585 DPS!! wait....that doesn't match the bible....err table he has it as 398.3
I would love to go through and mock all errors but I will quickly do the data for SMG the Ish assault
1052.6/60=17.54*33.6=589 DPS ......It is only a difference of 4 dmg per second, and the breach SMG and CREON are just as close with the breach SMG barely ahead...it is a good chart for the raw data, but sadly he is not, was not, good at math.
But there is your proof that on paper the SMG is "better" at CQC |
Maximus Stryker
Villore Sec Ops Gallente Federation
393
|
Posted - 2012.08.07 16:38:00 -
[130] - Quote
STB-stlcarlos989 EV wrote:With Weaponry 5 (15% boost) and SMG Operation 5 (25% SMG boost) and AR Proficiency 5 (15% AR Boost)
DPS: Duvolle AR > Ishukone Assault SMG > Boundless Breach SMG > Creodron Breach AR
Duvolle AR: 36 damage, 750 RPM, 30% damage increase, DPS = 585 Ishukone Assault SMG: 24 damage, 1000 RPM, 40% damage increase, DPS = 560 Boundless Breach SMG: 40.8, 534.8 RPM, 40% damage increase, DPS = 509 Creodron Breach AR: 57.6 damage, 401.1 RPM, 30% damage increase, DPS = 501
Those are the actual DPS with max damage increasing skills and NO damage mods.
Effective range goes as follows Creodron Breach AR > Duvolle AR > Boundless Breach SMG > Ishukone Assault SMG
Carlos, if the RPM is 1052.6 like it says in the chart, than the Ishukone does about 589 DPS. However, the chart could be wrong and the Ishukone may only fire 1000 RPM in which case you would be correct in that its DPS is 560. |
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xprotoman23
Internal Error. Negative-Feedback
1452
|
Posted - 2012.08.07 16:39:00 -
[131] - Quote
William HBonney wrote:Umm well, I hate to say it, but his table is wrong. I don't know what formula he used for DPS, but you really need to check the math on your source...I could say a lot of things to compliment your blind faith here, but I will try and stay civil Just because someone makes up a table doesn't make it right. INFO FROM HIS TABLE! Duvolle AR ROF 750 RPM (that means rounds per minute...to make it rounds per second you must divide by 60.) which equals 12.5...then we multiply that by the damage....we multiply because we want to consider each bullet hitting the target in that second. 12.5*46.8(the listed dmg/bullet) =585 DPS!! wait....that doesn't match the bible....err table he has it as 398.3 I would love to go through and mock all errors but I will quickly do the data for SMG the Ish assault 1052.6/60=17.54*33.6=589 DPS ......It is only a difference of 4 dmg per second, and the breach SMG and CREON are just as close with the breach SMG barely ahead...it is a good chart for the raw data, but sadly he is not, was not, good at math. But there is your proof that on paper the SMG is "better" at CQC
Don't even bother taking anything he says seriously. He thought ADS and circle strafing were the same thing and that there's no way to control the map on COD. |
Gilbatron
Free-Space-Ranger Nulli Secunda
81
|
Posted - 2012.08.07 16:42:00 -
[132] - Quote
Moorian Flav wrote:I have an easy fix that I use: Use a Mass Driver. No matter how fast you zig-zag, you will not escape the splash damage. I seriously do not know why I do not see the Mass Driver more.
because i dont make any damage at all using it, i can hit people straight in the face and quite often nothing happens (and by nothing, i mean absolutely nothing) |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.08.07 16:50:00 -
[133] - Quote
William HBonney wrote:Umm well, I hate to say it, but his table is wrong. I don't know what formula he used for DPS, but you really need to check the math on your source...I could say a lot of things to compliment your blind faith here, but I will try and stay civil Just because someone makes up a table doesn't make it right. INFO FROM HIS TABLE! Duvolle AR ROF 750 RPM (that means rounds per minute...to make it rounds per second you must divide by 60.) which equals 12.5...then we multiply that by the damage....we multiply because we want to consider each bullet hitting the target in that second. 12.5*46.8(the listed dmg/bullet) =585 DPS!! wait....that doesn't match the bible....err table he has it as 398.3 I would love to go through and mock all errors but I will quickly do the data for SMG the Ish assault 1052.6/60=17.54*33.6=589 DPS ......It is only a difference of 4 dmg per second, and the breach SMG and CREON are just as close with the breach SMG barely ahead...it is a good chart for the raw data, but sadly he is not, was not, good at math. But there is your proof that on paper the SMG is "better" at CQC
Hmm well, I will be honest, I didn't check his table against mine. I admit being a buffoon for assuming something posted for that long had been reviewed and edited. I just grabbed it since it was already publicly linkable. I do know AR has higher potential. I will double check what skill level I was comparing though. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.08.07 16:52:00 -
[134] - Quote
Forget it. I'll just leave it at I have to ignore everything Protoman spouts, because it is generally ignorant and derogatory, instead of truth-seeking. |
lDocHollidayl
Imperfects Negative-Feedback
171
|
Posted - 2012.08.07 16:52:00 -
[135] - Quote
Maximus Stryker wrote:Just so we are clear, am I correct in my assumption that the issue we are discussing is that it appears when a scout suit moves in a specific way ("zig zag" "twitch straffe" ect.) that somehow the game is not registering damage on the scout suit...? We believe this is the case because we can see that our reticle/cross hair is on the player an as we are firing but we can also see the damage displayed not lowering (the bars over the player that display their armor and shield).
Can I further assume that most of us are not complaining that the scout is "too small" or "too fast" ...rather as previously stated, that the game appears to not be registering hits accurately.
Furthermore, a separate concern is, is CCP knowingly and intentionally creating the game with the scout not registering damage in the above mentioned ways because that is their vision for the game.
Sorry fellow Dusters this has gotten a little winded. Stryker sums it up correctly.
Players using scout suits: I am not calling for a nerf. Put your bat away. Most of us agree. There is lag. There are hit detection issues. There is something funky with aim assist pulling our crosshairs (?something amiss) My experience with scout suits is the same as most of yours. I have drilled one as it ran from me and 60 bullets all missed. Fine. I have bad aim or they have a small hit box and I was off.
****This thread was meant to ask DEV's if the CQ "twitch strafe" is intentional. It also was to see how rampant this practice is. Just because you killed a scout does not mean he was "twitch strafing". Just because you died when you were a scout does not mean you were twitch strafing. Just because you died while a scout while twitch strafing does not negate the experiences many of us are having. Maybe you got hit from the side and one bullet from your "dance" partner finished you off. Maybe the game actually worked as it appeared and you did take damage. Please humbly...many of these players speaking about this "scout glitch" have over 30 million SP. We have been around the block. I had 32 million. Some of us had proto scouts and experienced this from both sides of the coin. We are speaking from a lot of gaming hours. Remember I had a mountain climbing accident and can not walk still. I am laid up on a couch 23 hours of the day. Dust takes many of those hours. I am just reporting what appears to be a broken mechanic. If I led you to believe anything else I am sorry. Play a match with me and I believe you will see I am pretty level headed and excited to see Dust 514 succeed. |
lDocHollidayl
Imperfects Negative-Feedback
171
|
Posted - 2012.08.07 17:05:00 -
[136] - Quote
http://www.youtube.com/watch?v=V2004nrHxa0&feature=related
Proto scouts currently can dodge this and I am hoping it is not game design. Strafe all you want but you will be hit. |
Maximus Stryker
Villore Sec Ops Gallente Federation
393
|
Posted - 2012.08.07 17:08:00 -
[137] - Quote
lDocHollidayl wrote:http://www.youtube.com/watch?v=V2004nrHxa0&feature=related
Proto scouts currently can dodge this and I am hoping it is not game design. Strafe all you want but you will be hit.
que 31 seconds. LOL Pretty sure Neo himself couldn't dodge that... |
Jesse Jayne
ZionTCD Legacy Rising
206
|
Posted - 2012.08.07 17:10:00 -
[138] - Quote
lDocHollidayl wrote:Maximus Stryker wrote:Just so we are clear, am I correct in my assumption that the issue we are discussing is that it appears when a scout suit moves in a specific way ("zig zag" "twitch straffe" ect.) that somehow the game is not registering damage on the scout suit...? We believe this is the case because we can see that our reticle/cross hair is on the player an as we are firing but we can also see the damage displayed not lowering (the bars over the player that display their armor and shield).
Can I further assume that most of us are not complaining that the scout is "too small" or "too fast" ...rather as previously stated, that the game appears to not be registering hits accurately.
Furthermore, a separate concern is, is CCP knowingly and intentionally creating the game with the scout not registering damage in the above mentioned ways because that is their vision for the game. Sorry fellow Dusters this has gotten a little winded. Stryker sums it up correctly. Players using scout suits: I am not calling for a nerf. Put your bat away. Most of us agree. There is lag. There are hit detection issues. There is something funky with aim assist pulling our crosshairs (?something amiss) My experience with scout suits is the same as most of yours. I have drilled one as it ran from me and 60 bullets all missed. Fine. I have bad aim or they have a small hit box and I was off. ****This thread was meant to ask DEV's if the CQ "twitch strafe" is intentional. It also was to see how rampant this practice is. Just because you killed a scout does not mean he was "twitch strafing". Just because you died when you were a scout does not mean you were twitch strafing. Just because you died while a scout while twitch strafing does not negate the experiences many of us are having. Maybe you got hit from the side and one bullet from your "dance" partner finished you off. Maybe the game actually worked as it appeared and you did take damage. Please humbly...many of these players speaking about this "scout glitch" have over 30 million SP. We have been around the block. I had 32 million. Some of us had proto scouts and experienced this from both sides of the coin. We are speaking from a lot of gaming hours. Remember I had a mountain climbing accident and can not walk still. I am laid up on a couch 23 hours of the day. Dust takes many of those hours. I am just reporting what appears to be a broken mechanic. If I led you to believe anything else I am sorry. Play a match with me and I believe you will see I am pretty level headed and excited to see Dust 514 succeed. From experience I can tell you idocholiday is a real good player and does not exploit game mechanics. He is also one hell of an opponent and can hold is own, so if he says there maybe some bad hit detection or the scout suit may need a little bigger hit box then he has a point. I played against him and protoman they both have very good aim and are some of the only people that give me trouble and if they both think something is off it probably is.
I agree with idoc in some ways I do believe the scout could use a little bigger hit box. I am an alright player I would say and there is time where i feel like im not even shooting bullets at scouts. |
William HBonney
Imperfects Negative-Feedback
318
|
Posted - 2012.08.07 18:09:00 -
[139] - Quote
STB-stlcarlos989 EV wrote:With Weaponry 5 (15% boost) and SMG Operation 5 (25% SMG boost) and AR Proficiency 5 (15% AR Boost)
DPS: Duvolle AR > Ishukone Assault SMG > Boundless Breach SMG > Creodron Breach AR
Duvolle AR: 36 damage, 750 RPM, 30% damage increase, DPS = 585 Ishukone Assault SMG: 24 damage, 1000 RPM, 40% damage increase, DPS = 560 Boundless Breach SMG: 40.8, 534.8 RPM, 40% damage increase, DPS = 509 Creodron Breach AR: 57.6 damage, 401.1 RPM, 30% damage increase, DPS = 501
Those are the actual DPS with max damage increasing skills and NO damage mods.
Effective range goes as follows Creodron Breach AR > Duvolle AR > Boundless Breach SMG > Ishukone Assault SMG
Carlos I like you, but you are incorrect, Stryker already corrected you, but was unsure, so here goes. The ROF for the assault SMG is 1052.6, that is why it is the assault varient, higher ROF and increased range. It also has more effective range then the Boundless SMG, how do I know that? Because that is what the description says. It costs more CPU and PG then the other SMGs. I just want to get the facts out there and not opinions or speculation. |
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
|
Posted - 2012.08.07 18:22:00 -
[140] - Quote
William HBonney wrote:STB-stlcarlos989 EV wrote:With Weaponry 5 (15% boost) and SMG Operation 5 (25% SMG boost) and AR Proficiency 5 (15% AR Boost)
DPS: Duvolle AR > Ishukone Assault SMG > Boundless Breach SMG > Creodron Breach AR
Duvolle AR: 36 damage, 750 RPM, 30% damage increase, DPS = 585 Ishukone Assault SMG: 24 damage, 1000 RPM, 40% damage increase, DPS = 560 Boundless Breach SMG: 40.8, 534.8 RPM, 40% damage increase, DPS = 509 Creodron Breach AR: 57.6 damage, 401.1 RPM, 30% damage increase, DPS = 501
Those are the actual DPS with max damage increasing skills and NO damage mods.
Effective range goes as follows Creodron Breach AR > Duvolle AR > Boundless Breach SMG > Ishukone Assault SMG Carlos I like you, but you are incorrect, Stryker already corrected you, but was unsure, so here goes. The ROF for the assault SMG is 1052.6, that is why it is the assault varient, higher ROF and increased range. It also has more effective range then the Boundless SMG, how do I know that? Because that is what the description says. It costs more CPU and PG then the other SMGs. I just want to get the facts out there and not opinions or speculation.
We'll have to see on Thursday about the RPM, but I've used Both the Ishukone Assault SMG and the Boundless Breach SMG with SMG Proficiency 5 (Reduces Kick and Spread), Sidearm Sharpshooter 5, and Sidearm Sharpshooter Proficiency 5 and I can tell you from personal experience that the Boundless Breach SMG has a longer effective range (not by much since there both SMGs) than the Ishukone Assault SMG. |
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Suanar Daranaus
Sanmatar Kelkoons Minmatar Republic
36
|
Posted - 2012.08.07 20:42:00 -
[141] - Quote
Grit Breather wrote:Three weeks ago it was tanks. Then it was swarms and forges. Then it was the proto ARs. Now it's scouts. Every week there will be something that seems imbalanced to people. That's ok. That's how the game works. Something is only overpowered until others find a way to counter it. Then the countering agent is considered overpowered until overthrown. It's the circle of Perfect Imbalance. Edit: I'm not saying it's perfect NOW. I just think fixing hit detection will fix this entirely.
Well said. :)
|
William HBonney
Imperfects Negative-Feedback
318
|
Posted - 2012.08.07 22:57:00 -
[142] - Quote
Suanar Daranaus wrote:Grit Breather wrote:Three weeks ago it was tanks. Then it was swarms and forges. Then it was the proto ARs. Now it's scouts. Every week there will be something that seems imbalanced to people. That's ok. That's how the game works. Something is only overpowered until others find a way to counter it. Then the countering agent is considered overpowered until overthrown. It's the circle of Perfect Imbalance. Edit: I'm not saying it's perfect NOW. I just think fixing hit detection will fix this entirely. Well said. :) except that he only proves our point.....swarms and forges were nerfed because they were not balanced, tanks are going to cost more for balance purposes, ARs....never heard anything about that because they are suppose to be the generic man killer, and I am not sure who, if anyone was saying they were not balanced....so all the issues with the exception of ARs because there was no issue have been fixed or tweeked And not saying nerf the scout, saying look into the twitch strafe and see why scouts appear unhittable while engaged in this action. |
Arceus Evoxazon
Hikahotaru
119
|
Posted - 2012.08.07 23:06:00 -
[143] - Quote
Suanar Daranaus wrote:Grit Breather wrote:Three weeks ago it was tanks. Then it was swarms and forges. Then it was the proto ARs. Now it's scouts. Every week there will be something that seems imbalanced to people. That's ok. That's how the game works. Something is only overpowered until others find a way to counter it. Then the countering agent is considered overpowered until overthrown. It's the circle of Perfect Imbalance. Edit: I'm not saying it's perfect NOW. I just think fixing hit detection will fix this entirely. Well said. :) Double plus Epic |
Arceus Evoxazon
Hikahotaru
119
|
Posted - 2012.08.07 23:12:00 -
[144] - Quote
William HBonney wrote:Suanar Daranaus wrote:Grit Breather wrote:Three weeks ago it was tanks. Then it was swarms and forges. Then it was the proto ARs. Now it's scouts. Every week there will be something that seems imbalanced to people. That's ok. That's how the game works. Something is only overpowered until others find a way to counter it. Then the countering agent is considered overpowered until overthrown. It's the circle of Perfect Imbalance. Edit: I'm not saying it's perfect NOW. I just think fixing hit detection will fix this entirely. Well said. :) except that he only proves our point.....swarms and forges were nerfed because they were not balanced, tanks are going to cost more for balance purposes, ARs....never heard anything about that because they are suppose to be the generic man killer, and I am not sure who, if anyone was saying they were not balanced....so all the issues with the exception of ARs because there was no issue have been fixed or tweeked And not saying nerf the scout, saying look into the twitch strafe and see why scouts appear unhittable while engaged in this action. I think ARs are broken, but hey, I don't climb to the hills a scream out NERFGäó. I adapt. There is no need to NERFGäó when you can adapt. It's the best part of playing a game that offers no set class. You gain the ability to experiment. Hell, I do it in MTG. I'm not the BEST player, but I'm getting a fair share of points for it. Besides, if your not experimenting, how are you going to get better? Even if your main build is ARtard, you can learn how people move and adjust by honestly stepping in their shoes. I do it. Though I hate the heavy suit, it pays off to know just how long I can last in one, so I can counter it later.
Chameleonic adaption: changing to your environment to blend, which does not change what you are to begin with, but allows you to better adapt to your environment. |
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
|
Posted - 2012.08.07 23:55:00 -
[145] - Quote
Arceus Evoxazon wrote:I think ARs are broken, but hey, I don't climb to the hills a scream out NERFGäó. I adapt. There is no need to NERFGäó when you can adapt. It's the best part of playing a game that offers no set class. You gain the ability to experiment. Hell, I do it in MTG. I'm not the BEST player, but I'm getting a fair share of points for it. Besides, if your not experimenting, how are you going to get better? Even if your main build is ARtard, you can learn how people move and adjust by honestly stepping in their shoes. I do it. Though I hate the heavy suit, it pays off to know just how long I can last in one, so I can counter it later.
Chameleonic adaption: changing to your environment to blend, which does not change what you are to begin with, but allows you to better adapt to your environment.
I know you said you aren't going to scream out nerf but how exactly are the ARs broken? ARs should be the best overall (infantry) weapon because of their versatility. |
Dante Daedrik
Osmon Surveillance Caldari State
97
|
Posted - 2012.08.08 00:15:00 -
[146] - Quote
STB-stlcarlos989 EV wrote: ARs should be the best overall (infantry) weapon because of their versatility. Assaults are meant to be Jacks at All, Master of None. We all have met those players that can practically snipe with Duvolle's or Creons with the accuracy and power/dmg of a Sniper Rifle.
Edit: I don't complain about it (maybe curse at my tv a bit) but I try to adjust my play style to it rather than pull the OP Card. I feel like majority of encounters (at least from a realist's standpoint) should be settled by who-caught-who-first, but obviously still get frustrated when I unload a full proto-smg clip into an Assault and he can still turn and fire 3-4 Creo shots into me to take me out. |
William HBonney
Imperfects Negative-Feedback
318
|
Posted - 2012.08.08 00:22:00 -
[147] - Quote
I agree with you Carlos....Is it because the majority of people use them? or they claim to be killed in 2 shots from a creon? a two shot creon death is possible with headshots, but I don't know what headshots actually do 2x dmg or 3x dmg, anyway yeah ARs are the main way to kill infantry, only game that they are not is Starhawk, but totally different game altogether.
PLEASE explain how the AR is unbalanced, I do believe we have given evidence to why the scout suit is "broken" and no one cried nerf, just pointed out an issue that needs attention. I have also given evidence as to why ARs are not broken, they have higher DPS, and I will beat a CREON user 7/10 times, I don't claim to be the best shooter, but I roll a 3+ KDR using only sidearms, the FACT that the scrambler pistol has the highest DPS BY FAR shows that ARs are not OP, just used a lot, which should be the case. We like conjecture and opinion, but please bring evidence to this discussion, help yourself out. |
William HBonney
Imperfects Negative-Feedback
318
|
Posted - 2012.08.08 00:27:00 -
[148] - Quote
Creo will do roughly 80.64 per bullet....a proto sniper is more than 200....most sniper are actually doing about 300....my proto assault carries about 600 total HP...that is two shots, once I am hit I normally have to sit in cover for 10 seconds while I heal...more likely then not the sniper has called me out and I have a dance before I heal, just because people are good at aiming doesn't make something not balanced, there is a difference between QQ and looking at the facts, the OP of this thread was actually asking the DEVs if the scouts ability to seemigly not take dmg while performing a twitch strafe was intentional or if it is an issue that will be fixed with better hit detection, lag etc. |
Grimm Tripp
Bragian Order Amarr Empire
36
|
Posted - 2012.08.08 00:41:00 -
[149] - Quote
Ishie rifle does 220 most snipers run double 10% mod but you get a deduction for running 2 of the same Mod type. |
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
|
Posted - 2012.08.08 01:07:00 -
[150] - Quote
William HBonney wrote:Creo will do roughly 80.64 per bullet....a proto sniper is more than 200....most sniper are actually doing about 300....my proto assault carries about 600 total HP...that is two shots, once I am hit I normally have to sit in cover for 10 seconds while I heal...more likely then not the sniper has called me out and I have a dance before I heal, just because people are good at aiming doesn't make something not balanced, there is a difference between QQ and looking at the facts, the OP of this thread was actually asking the DEVs if the scouts ability to seemigly not take dmg while performing a twitch strafe was intentional or if it is an issue that will be fixed with better hit detection, lag etc.
Actually With lvl 5 Sniper Operation (need for Prototype Sniper), Weaponry 5, and 3 Complex Damage Mods the Ishukone will do 361.68 the Charge Sniper does even more. The Creodron With AR Profieceienxy 5, Weaponry 5, and 3 Complex Damage Mods will do 88.93, the damage ratios seem about right.
Also for those that complain about the AR range and getting killed by a Creodron while they are sniping, Snipers can kill infantry when they are on top of the towers. I've tried to shoot snipers with my AR from the ground with Sharpshooter 5 (I'll max Sharpshooter Proficiency and try again) but they are completely out of range.
Edit: I used the EVE stacking penalty. |
|
William HBonney
Imperfects Negative-Feedback
318
|
Posted - 2012.08.08 01:13:00 -
[151] - Quote
The weapons do seem to be fairly well balanced, I am a little curious on how laser rifles will come into play, but we will deal with those when they do. |
Maximus Stryker
Villore Sec Ops Gallente Federation
393
|
Posted - 2012.08.08 14:55:00 -
[152] - Quote
I also feel ARs are fine |
Hobos-N-Guns
Soldiers Of One Network Orion Empire
44
|
Posted - 2012.08.08 16:40:00 -
[153] - Quote
Aeon Amadi wrote:STB-stlcarlos989 EV wrote:Aeon Amadi wrote:-Sigh- Heavies and Machine-guns and now Scouts and their Submachine Guns... Can't you people just accept the fact that there is **** in this game designed to kill you?
They even said at Fanfest that if a Scout suit gets close enough to move around you that you're ****** because you won't be able to turn fast enough - that is what they do. They are there to act as hit-and-run specialists. This "character model isn't big enough" bullshit honestly needs to stop right here and now.
Honestly, you people don't know how to adapt to a battlefield. We're about to enter a new build and you ******* -FINALLY- realized that tanks don't go away unless they're killed - so you all went Anti-Vehicle. Now, whenever you're faced with heavy Anti-vehicle on the opposition, you don't know how to go back to Infantry and bring the fight to them. You just spawn in more vehicles and die a lot saying that the Swarm Launcher/Forge Gun is over-powered.
YOU DIE. LEARN THIS ALREADY. ACCEPT IT. ADAPT AND SURVIVE.
Jesus christ - you know, I don't have any issues with this game. I get killed, I look back and learn what I did wrong and evolve on that. I used to run Scout suits frequently and for the past three weeks I've run Logistics - Scouts don't bother me. I aim, I fire, they die. They get too close, I die. That's the nature of this game. I highly doubt CCP intended for them to be able to DODGE BULLETS. Really? Are you so sure? The Scout suit's base movement speed: 5.6 meters/sec. Sprint Speed: 7.8 meters/sec. Compared to the Assault suit's with 5 meters/sec and 7 meters/sec. This is called Speed Tanking - they fit Kinetic Catalyzers so they can sprint -faster- and invest all of the skill points you would invest in shields/armor skills into their Endurance/Mobility/Vigor. They are doing exactly what they were designed for - you're just dying because you can't grasp that it's not just an HP Bar and point-shoot style gaming. Armor. Shield. Speed. Electronic Warfare. The four main types of combat in Eve Online. If you go Speed, you can control combat range. When you control combat range - no matter how dangerous or powerful the opposition is they are at your mercy. They're powered by servo-motors, their suit is a mechanized war machine that allows them to move faster. This is science fiction - not modern combat. I'll say it again: The reason you are dying is because they invested in a combat style that is meant to counter yours. Find something to counter theirs. If you think Hit Detection is such a ***** than start using a Mass Driver.
Best arguments yet!!!
In Eve, speed tanking is called a nano ship and it works with the same principle, give up armor for speed. The answer to that problem is varied but the results are the same. Tackler with webs and scram and the other ships blow it up. Or use smart bombs which is a real scary suprise just before your ship blows up with your pod right behind it.
And if none of this works and they do increase size of scouts then RankRancid has the solution:
All for this as long as when they increase the size, all characters get increases. So increase hit box by 1.5 increase assault and heavy by 1.5.
Don't make it easier to hit me without making it easier for me to hit you.
That would just be stupid.
|
ilafey
29
|
Posted - 2012.08.08 16:59:00 -
[154] - Quote
Scouts are screwed if there's an electronic web grenade when EWAR comes out. |
fred orpaul
Tritan-Industries Legacy Rising
212
|
Posted - 2012.08.08 17:39:00 -
[155] - Quote
Crimson MoonV wrote:Scout suit will be fine once they fix hit detection. I play scout and I get tore up against people with assault suits that can aim. I wish I would have never put all those SP into scout. Scout is for people who like to run away and use RE. I like to stand and fight. I Should have skilled into assault.
well put at range my scout suit gets its ass kicked. if you move in an assault suit its not to hard to get a bead on a scout. never stand still when fighting a scout thats the number one mistake i see when fighting assults those that kick my ass draw me in to a head on battle by moving away in one direction forcing me to break off engagement or die. or better yet elongate my orbit so that they can put round after round into me.
also when fighting a scout you have to lead them. frankly assult vs scout is a much easier fight then scout vs scout god I hate those fghits. |
Maximus Stryker
Villore Sec Ops Gallente Federation
393
|
Posted - 2012.08.08 18:02:00 -
[156] - Quote
Hobos-N-Guns wrote:Aeon Amadi wrote:STB-stlcarlos989 EV wrote:Aeon Amadi wrote:-Sigh- Heavies and Machine-guns and now Scouts and their Submachine Guns... Can't you people just accept the fact that there is **** in this game designed to kill you?
They even said at Fanfest that if a Scout suit gets close enough to move around you that you're ****** because you won't be able to turn fast enough - that is what they do. They are there to act as hit-and-run specialists. This "character model isn't big enough" bullshit honestly needs to stop right here and now.
Honestly, you people don't know how to adapt to a battlefield. We're about to enter a new build and you ******* -FINALLY- realized that tanks don't go away unless they're killed - so you all went Anti-Vehicle. Now, whenever you're faced with heavy Anti-vehicle on the opposition, you don't know how to go back to Infantry and bring the fight to them. You just spawn in more vehicles and die a lot saying that the Swarm Launcher/Forge Gun is over-powered.
YOU DIE. LEARN THIS ALREADY. ACCEPT IT. ADAPT AND SURVIVE.
Jesus christ - you know, I don't have any issues with this game. I get killed, I look back and learn what I did wrong and evolve on that. I used to run Scout suits frequently and for the past three weeks I've run Logistics - Scouts don't bother me. I aim, I fire, they die. They get too close, I die. That's the nature of this game. I highly doubt CCP intended for them to be able to DODGE BULLETS. Really? Are you so sure? The Scout suit's base movement speed: 5.6 meters/sec. Sprint Speed: 7.8 meters/sec. Compared to the Assault suit's with 5 meters/sec and 7 meters/sec. This is called Speed Tanking - they fit Kinetic Catalyzers so they can sprint -faster- and invest all of the skill points you would invest in shields/armor skills into their Endurance/Mobility/Vigor. They are doing exactly what they were designed for - you're just dying because you can't grasp that it's not just an HP Bar and point-shoot style gaming. Armor. Shield. Speed. Electronic Warfare. The four main types of combat in Eve Online. If you go Speed, you can control combat range. When you control combat range - no matter how dangerous or powerful the opposition is they are at your mercy. They're powered by servo-motors, their suit is a mechanized war machine that allows them to move faster. This is science fiction - not modern combat. I'll say it again: The reason you are dying is because they invested in a combat style that is meant to counter yours. Find something to counter theirs. If you think Hit Detection is such a ***** than start using a Mass Driver. Best arguments yet!!! In Eve, speed tanking is called a nano ship and it works with the same principle, give up armor for speed. The answer to that problem is varied but the results are the same. Tackler with webs and scram and the other ships blow it up. Or use smart bombs which is a real scary suprise just before your ship blows up with your pod right behind it. And if none of this works and they do increase size of scouts then RankRancid has the solution: All for this as long as when they increase the size, all characters get increases. So increase hit box by 1.5 increase assault and heavy by 1.5. Don't make it easier to hit me without making it easier for me to hit you. That would just be stupid.
We are all on the same page here, right? ...that we are not arguing scouts are too fast/have too much speed/are too small/need to a nerf......rather we are simply pointing out that at certain times, when fighting a scout, our cross hair dot turns red and we appear to be hitting the scout but no damage is registering.
(Not trying to beat a dead horse I swear)
|
Terrarim
12
|
Posted - 2012.08.08 19:16:00 -
[157] - Quote
If scouts were an eve ship I guess they would be :
Short range spec + speed = Interceptors
Demo+AV gren spec = stealth bombers
|
Blunt Smkr
Doomheim
62
|
Posted - 2012.08.08 19:31:00 -
[158] - Quote
This Thread is a joke scouts are fine its hit detection that needs to be fixd. i've been a scout since i got in this beta an i almost regreat it sometimes just cause scouts die so easily its almost sad. An now u guys say nerf them cause u cant hit them when they get close lol. I've gone up against alot of scouts an do notice its really hard to hit them but once u land a few shots there pretty much dead. The only problem i have is the hit detection is just so bad. Try usin a pistol or single shot gun an u really notice the terrible hit detection u have to lead shots so much. There is no wonder why scouts are so hard to hit when they strafe cause u cant aim at were the scout is but were he is going to be an when there moving that fast its really hard. But once hit detection is fixd ur probably not going to need to lead ur shots so much making it easier to hit them cause u dont have to guess as much. So really people need to stop bitching bout scouts an just wait until hit detection is fixd then if there still a problem u can ***** |
William HBonney
Imperfects Negative-Feedback
318
|
Posted - 2012.08.08 19:54:00 -
[159] - Quote
Blunt Smkr wrote:This Thread is a joke scouts are fine its hit detection that needs to be fixd. i've been a scout since i got in this beta an i almost regreat it sometimes just cause scouts die so easily its almost sad. An now u guys say nerf them cause u cant hit them when they get close lol. I've gone up against alot of scouts an do notice its really hard to hit them but once u land a few shots there pretty much dead. The only problem i have is the hit detection is just so bad. Try usin a pistol or single shot gun an u really notice the terrible hit detection u have to lead shots so much. There is no wonder why scouts are so hard to hit when they strafe cause u cant aim at were the scout is but were he is going to be an when there moving that fast its really hard. But once hit detection is fixd ur probably not going to need to lead ur shots so much making it easier to hit them cause u dont have to guess as much. So really people need to stop bitching bout scouts an just wait until hit detection is fixd then if there still a problem u can ***** I am sure you just read the OP, or just the title of the thread....it isn't about having to lead..if a scout strafes in a single direction there is no problem leading and killing them.... The issue ONLY...and this isn't sinking in...ONLY happens when scouts twitch strafe which looks like this... >>>>>> <<<<<< >>>>>>
When you lead them..they actually never meet the bullets because they cut back...something about this action makes them unhittable, and we are talking with guns like the HMG, or assault SMG, this isn't a call to NERF, this is a call to see if this occurance is meant to happen or if it is due to Lag, hit detection... |
Maximus Stryker
Villore Sec Ops Gallente Federation
393
|
Posted - 2012.08.08 19:54:00 -
[160] - Quote
Blunt Smkr wrote:This Thread is a joke scouts are fine its hit detection that needs to be fixd. i've been a scout since i got in this beta an i almost regreat it sometimes just cause scouts die so easily its almost sad. An now u guys say nerf them cause u cant hit them when they get close lol. I've gone up against alot of scouts an do notice its really hard to hit them but once u land a few shots there pretty much dead. The only problem i have is the hit detection is just so bad. Try usin a pistol or single shot gun an u really notice the terrible hit detection u have to lead shots so much. There is no wonder why scouts are so hard to hit when they strafe cause u cant aim at were the scout is but were he is going to be an when there moving that fast its really hard. But once hit detection is fixd ur probably not going to need to lead ur shots so much making it easier to hit them cause u dont have to guess as much. So really people need to stop bitching bout scouts an just wait until hit detection is fixd then if there still a problem u can *****
You did read my previous post, correct...?
In case you missed it: We are all on the same page here, right? ...that we are not arguing scouts are too fast/have too much speed/are too small/need to a nerf......rather we are simply pointing out that at certain times, when fighting a scout, our cross hair dot turns red and we appear to be hitting the scout but no damage is registering.
(Not trying to beat a dead horse I swear) |
|
Blunt Smkr
Doomheim
62
|
Posted - 2012.08.08 21:17:00 -
[161] - Quote
William HBonney wrote:Blunt Smkr wrote:This Thread is a joke scouts are fine its hit detection that needs to be fixd. i've been a scout since i got in this beta an i almost regreat it sometimes just cause scouts die so easily its almost sad. An now u guys say nerf them cause u cant hit them when they get close lol. I've gone up against alot of scouts an do notice its really hard to hit them but once u land a few shots there pretty much dead. The only problem i have is the hit detection is just so bad. Try usin a pistol or single shot gun an u really notice the terrible hit detection u have to lead shots so much. There is no wonder why scouts are so hard to hit when they strafe cause u cant aim at were the scout is but were he is going to be an when there moving that fast its really hard. But once hit detection is fixd ur probably not going to need to lead ur shots so much making it easier to hit them cause u dont have to guess as much. So really people need to stop bitching bout scouts an just wait until hit detection is fixd then if there still a problem u can ***** I am sure you just read the OP, or just the title of the thread....it isn't about having to lead..if a scout strafes in a single direction there is no problem leading and killing them.... The issue ONLY...and this isn't sinking in...ONLY happens when scouts twitch strafe which looks like this... >>>>>> <<<<<< >>>>>> When you lead them..they actually never meet the bullets because they cut back...something about this action makes them unhittable, and we are talking with guns like the HMG, or assault SMG, this isn't a call to NERF, this is a call to see if this occurance is meant to happen or if it is due to Lag, hit detection...
My bad i did really only read a few post but just sounded like people still want scouts nerfed. An wat u guys are saying does sound like its just lag an bad hit detection so not sure why people are still posting in this thread cause we all know ccp is going to fix those things soon hopefully |
Blunt Smkr
Doomheim
62
|
Posted - 2012.08.08 21:22:00 -
[162] - Quote
Maximus Stryker wrote:Blunt Smkr wrote:This Thread is a joke scouts are fine its hit detection that needs to be fixd. i've been a scout since i got in this beta an i almost regreat it sometimes just cause scouts die so easily its almost sad. An now u guys say nerf them cause u cant hit them when they get close lol. I've gone up against alot of scouts an do notice its really hard to hit them but once u land a few shots there pretty much dead. The only problem i have is the hit detection is just so bad. Try usin a pistol or single shot gun an u really notice the terrible hit detection u have to lead shots so much. There is no wonder why scouts are so hard to hit when they strafe cause u cant aim at were the scout is but were he is going to be an when there moving that fast its really hard. But once hit detection is fixd ur probably not going to need to lead ur shots so much making it easier to hit them cause u dont have to guess as much. So really people need to stop bitching bout scouts an just wait until hit detection is fixd then if there still a problem u can ***** You did read my previous post, correct...? In case you missed it: We are all on the same page here, right? ...that we are not arguing scouts are too fast/have too much speed/are too small/need to a nerf......rather we are simply pointing out that at certain times, when fighting a scout, our cross hair dot turns red and we appear to be hitting the scout but no damage is registering. (Not trying to beat a dead horse I swear)
This was a problem ccp has already pointed out in last build when they talked about shotguns its just bad hit detection. |
Knarf Black
Subdreddit Test Alliance Please Ignore
397
|
Posted - 2012.08.08 21:23:00 -
[163] - Quote
I try not to do the truffle shuffle unless my opponent is doing it. Plenty of Assault suits abuse this problem, too. (It's actually kind of hilarious when this happens: Assault dude starts with the fancy footwork so 50% of my shots will harmlessly pass through him, then I start dancing with him and become immune to 80% of his shots, then he dies.) |
Alshadow
Amarr Templars Amarr Empire
71
|
Posted - 2012.08.08 22:15:00 -
[164] - Quote
the only time i see scouts kickn any ass at all is in ambush on the smaller maps, and thats just a given seing as they have many easy ways out of combat there.... the ones i see making a dent on anyone in skirmish are the ones with full proto of wich ive seen only like 4 or 5......... ive played a heavy suit and i nearly always kill them, just walk backwards and spam with my HMG ussually kills them in cqb and most of the ones that were threats to me used smg or shotguns |
Asher Night
Villore Sec Ops Gallente Federation
79
|
Posted - 2012.08.10 05:12:00 -
[165] - Quote
Arceus Evoxazon wrote:Asher Night wrote:ReGnUm DEl wrote:
I wrecked you two nights ago... easy mode
BTW your not a good scout
Wow, you're so cool. Everyone wants to hang out with you now, lol. I wouldn't doubt you wrecked me. I accidentally bought a bunch of tier 2 scout suits and wanted to burn through them. Not like it even matters since this is the last weekend of this beta phase. If I was an awful player I wouldn't have a 2.53 KDR. I think I might remember you - you run the assault suit and... not the creo or the duvolle but a different AR right? I'm pretty damn sure you have at least 2 shield extenders because I remember emptying clips into your ass and getting no where. Anyway, as I said, Assault suits are harder to take down given their speed and typical damage output, so the fact that you even said anything about besting me in a beta that I wasn't even trying in just shows how desperate you are for approval. Why don't you and I meet up again in the final game and see what happens? BOTH in the same suit with the same weapon and modules? Point #1 - "I accidentally bought a bunch of tier 2 scout suits and I wanted to burn through them" You realize this counts towards your overall assets, which I'm sure, they will eventually play a part in the actual game. Don't get in to a habit of doing this. Point #2 - "If I was an awful player I wouldn't have a 2.53 KDR" I use Remotes and have a great KDR. Does that make me a good player? No, It means I use my tools effectively. KDR doesn't make you "Great". It makes you valuable. Point # 3 - "AR AR AR AR AR shield empty clip AR AR AR" You're still using an AR. You want to test your skill? Use an SMG. Best someone with that and you'll be a better player.
Point 1 - Yep, that's why I said I "accidently" did it. Duh.
Point 2 - Well, I don't use Remote mines, ever which brings me to...
Point 3 - ALL I USE IS THE SMG. I NEVER use the AR. In every FPS I every play, I only use the SMG, Pistol and Knife. Do you want to see the pics of my weapon stats from Battlefield 3 and MAG? You'll be surprised at just how much I run the SMG. In this game the knife is terrible right now, I'm putting all my points into sidearm and playing with the SMG currently and haven't really touched the pistol yet -- so thank you very much for your resounding compliment. I'm glad more people are realizing the SMG is one of the most talent requiring weapons.
Really, thanks, you're great. Thank you! |
Arcushek Dion
Doomheim
73
|
Posted - 2012.08.10 05:48:00 -
[166] - Quote
xprotoman23 wrote:The speed of the scout suit is fine, but the character model and hit box on the scout is too small. Damage doesn't always register against them. Anybody that denies this is clearly abusing the class.
That's a hit detection issue though and not a hit box issue persay. I think they should resolve those issues before messing with hitboxes or else they risk overnerfing them. |
Dante Daedrik
Osmon Surveillance Caldari State
97
|
Posted - 2012.08.10 16:10:00 -
[167] - Quote
I can see how the Protoscout Suits may be OP from hit detection issue/scout dance, but on my Adv. Suit, the Scout Dance never works as people seem to imply. |
Solarisjock
Seituoda Taskforce Command Caldari State
19
|
Posted - 2012.08.10 17:37:00 -
[168] - Quote
To me, the scout dance is compounded by the hit detection, which is dependent on lag as well, i have had proto scouts dance to their harts content, but the lag made it so they never really moved and my creodon did unkind things, while others have just stood their and had better then 80% not register.
to me the dance is worse with well skilled assaults, |
Terrarim
12
|
Posted - 2012.08.10 17:47:00 -
[169] - Quote
As per release notes excessive aim assist has been improved and should solve the problem. |
nym arkanheld
Doomheim
1
|
Posted - 2012.08.11 11:19:00 -
[170] - Quote
In EVE, Battleships have the same problem against small frigates. They cannot hit, and if they hit, they do little damage with their big weapons. To kill a scout, you need another scout, or area weapons. If the developers do like in EVE, they should put webs, that slow down other players. Here in Dust it should be a module that makes a slowing field around a player making other players around move slowly. Scouts would keep their speed, but at close distances, they might found a players with webs that might slow them, and they would be easily killed. |
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