Ten-Sidhe
Osmon Surveillance Caldari State
414
|
Posted - 2012.08.25 10:54:00 -
[1] - Quote
There is a weird hit detection glitch. Fixing this glitch could solve issue.
I have shot scout 3 times with charge rifle, seen the blue shield flash, no damage. I moved about 10m to right and first shoot killed him. Another time I get behind scout with shotgun, fire point blank couple time for no damage, switch to smg that works normal and shotgun worked on other suits. Had this happen with an assault once, seen it many times with scout. Most of time hit detection is fine, have to lead a lot even with shotgun at close range.
A faster turning skill could be added, also a faster move skill, both would be popular with heavies I bet. Skill could only raise straight line speed, second tier for strafing. This would give a skill for anti-scout(and general use for heavy weapons), that can be countered by an even higher skill investment to go back to start. maybe x2 for turning and speed skill, x3-4 for strafing skill, -5% per level for all. This would give heavy/assault counter and option of anti-scout specialist. Run and gun scouts would be an advanced specialty with a lot to train.
A module that allowed faster turning. base speed and strafe speed modules would be nice too. |
Ten-Sidhe
Osmon Surveillance Caldari State
414
|
Posted - 2012.08.26 18:43:00 -
[2] - Quote
The earlier suggestion I made about adding skills and modules to raise strafe and straight line speed(they should be different stats, that way CCP can make slower moving/faster strafing and faster moving/slower strafing variants) was said to benefit scouts the most. I disagree, heavies would probably most like to move a little faster, even if just to get to objectives a little sooner.
I didn't make it clear in last post(#13 on first page), I meant to suggest at max skill a 25% increase to strafe speed and a -25% to time to turn, this would result in 6.67% increase speed of turning relative to strafe speed, and 33.3% relative to hopping. The Strafing skill also has highest multiplier and most prerequisites in my suggestion. This would not change balance with no skills, shift it away from run and gun at mid level sp, hit and run scout becomes viable with small nerf at very high sp levels. It would also be a small buff to hmg and forge gun since they would be able to train turning time skill to turn around a little quicker.
The speed modules should have build in penalties, nanofiber for example increase speed and strafe but lower armour. Boosted servo could add speed but drain stamina faster, ect..
I also think the aim up/down should be faster then left to right with hipfire(aiming down sights could just be made harder by messing with speed), only head has to move as opposed to whole body, scout and heavy could have equal speed here without messing up suit balance. It would just nerf jumping, jumping would still make it hard to snipe and make aiming harder by erratic movement, but should get rid of pogo stick till stamina runs out.
Scouts have to close to short range in firefight before being spotted, a squad defending or advancing on objective is better off with assault suits. Scouts can ambush and flank better, scouts can be frontline as long as they don't attack from front. They can also due support, but modules for this haven't been added yet. Both won't be doable with same build of scout, it could even take different scout suits to base build on. Scout type-II is almost like a mini-logi, downgarde for normal scout builds. We won't know for sure till drop suit bonuses and variants have been added. |