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Oswald Rehnquist
Zumari Force Projection Caldari State
8
|
Posted - 2012.10.07 17:41:00 -
[1] - Quote
I am a dedicated scout user, and I am personally happy they changed the strafing mechanism, this view isn't universal, but it aligns the scout to more tactical (hit and run / flanking) role instead of frenzy combat. Also the realism aspect matters as well, getting first sights and better equipment is how real fights are determined and should be, also scouts should be more suited to stalkers more so than Neo dodgers. I am not going to say that taking on 5 people out in the open wasn't fun, but the thrill of the flank is also a good high.
That being said, scouts are currently lacking in this build.
The benefits of the scout that I am aware of are, (anything else is either not verbally stated or is practically insignificant to notice)
I) Faster Running (but not fast enough) II) Smaller Signature (don't know how to measure comparative difference) III) Faster Turning Speed (one good thing about the class that does stand out)
Weaknesses that come to mind are
A) Less CPU/PG (needs more) B) Less Shields/Armor (as it should be) C) Less Modules (I don't have a problem with it)
My $.02 Recommendations
1) In regards to running speed the difference is negligible compared to the assault. As a suit class it should at least be 15-20% faster than the assault to compensate for the flaws involved with the suit, otherwise the new direction/role of the scout will not be so beneficial if it can be done about the same with a more versatile class with more defense and cpu/pg.
2) The Scout will be equipment dependent to be tactical, whether that is sniper, harasser, or spotter, as such there is an issue with CPU/PG and equipment carry limitations. Obviously we have to be careful to not tread on Logis, but perhaps this can be countered by making some equipment logi only, similar to how some weapons are heavy only.
3) Better stealth is needed, and I am aware of the eventual cloaking modules but I am more interested in passive defenses against line of sight over distances (which signature does nothing for), maybe scouts don't show an icon over their head so easily but can be physically seen? I admit I am still working on playing with the active scanners, which may help nullify this piece, but I don't think the suggestion is too powerful considering the new direction the scout has been taken in by this build.
Essentially I am looking for criticism and suggestions. Also if I left out anything on the list of pros/cons of the scout let me know. Thank you for your time and consideration
Edit #1
I should also mention that my scout is fastened after spotter/flanker roles (shotguns, active scanners, back biting), so any bias will be based upon the needs for this setup. |
Vincam Velmoriar
Villore Sec Ops Gallente Federation
103
|
Posted - 2012.10.07 17:56:00 -
[2] - Quote
Oswald Rehnquist wrote:I am a dedicated scout user, and I am personally happy they changed the strafing mechanism, this view isn't universal, but it aligns the scout to more tactical (hit and run / flanking) role instead of frenzy combat. Also the realism aspect matters as well, getting first sights and better equipment is how real fights are determined and should be, also scouts should be more suited to stalkers more so than Neo dodgers. I am not going to say that taking on 5 people out in the open wasn't fun, but the thrill of the flank is also a good high.
That being said, scouts are currently lacking in this build.
The benefits of the scout that I am aware of are, (anything else is either not verbally stated or is practically insignificant to notice)
I) Faster Running (but not fast enough) II) Smaller Signature (don't know how to measure comparative difference) III) Faster Turning Speed (one good thing about the class that does stand out)
Weaknesses that come to mind are
A) Less CPU/PG (needs more) B) Less Shields/Armor (as it should be) C) Less Modules (I don't have a problem with it)
My $.02 Recommendations
1) In regards to running speed the difference is negligible compared to the assault. As a suit class it should at least be 15-20% faster than the assault to compensate for the flaws involved with the suit, otherwise the new direction/role of the scout will not be so beneficial if it can be done about the same with a more versatile class with more defense and cpu/pg.
2) The Scout will be equipment dependent to be tactical, whether that is sniper, harasser, or spotter, as such there is an issue with CPU/PG and equipment carry limitations. Obviously we have to be careful to not tread on Logis, but perhaps this can be countered by making some equipment logi only, similar to how some weapons are heavy only.
3) Better stealth is needed, and I am aware of the eventual cloaking modules but I am more interested in passive defenses against line of sight over distances (which signature does nothing for), maybe scouts don't show an icon over their head so easily but can be physically seen? I admit I am still working on playing with the active scanners, which may help nullify this piece, but I don't think the suggestion is too powerful considering the new direction the scout has been taken in by this build.
Essentially I am looking for criticism and suggestions. Also if I left out anything on the list of pros/cons of the scout let me know. Thank you for your time and consideration
Please post this in the feedback thread. Also, have you read any of the other threads about scouts? There are a lot them out there now. You'll find plenty of opinions in the 6 or 7 threads already posted. |
Oswald Rehnquist
Zumari Force Projection Caldari State
8
|
Posted - 2012.10.07 18:07:00 -
[3] - Quote
Will do
Also pardon my ignorance, as this is my first time using the forums, but is there a delete function available to me or is that only accessible via a moderator.
Regardless this post is ready to be deleted if it requires a moderator to do so. |
Vincam Velmoriar
Villore Sec Ops Gallente Federation
103
|
Posted - 2012.10.07 18:28:00 -
[4] - Quote
Oswald Rehnquist wrote:Will do
Also pardon my ignorance, as this is my first time using the forums, but is there a delete function available to me or is that only accessible via a moderator.
Regardless this post is ready to be deleted if it requires a moderator to do so. No, I don't think you can delete it.
But a lot of people feel the same way you do (myself included ). A few threads here in general, and a few in feedback. Check 'em out. |
Mira Adari
Villore Sec Ops Gallente Federation
79
|
Posted - 2012.10.07 18:52:00 -
[5] - Quote
Oswald Rehnquist wrote:I am a dedicated scout user, and I am personally happy they changed the strafing mechanism, this view isn't universal, but it aligns the scout to more tactical (hit and run / flanking) role instead of frenzy combat. Also the realism aspect matters as well, getting first sights and better equipment is how real fights are determined and should be, also scouts should be more suited to stalkers more so than Neo dodgers. I am not going to say that taking on 5 people out in the open wasn't fun, but the thrill of the flank is also a good high.
That being said, scouts are currently lacking in this build.
The benefits of the scout that I am aware of are, (anything else is either not verbally stated or is practically insignificant to notice)
I) Faster Running (but not fast enough) II) Smaller Signature (don't know how to measure comparative difference) III) Faster Turning Speed (one good thing about the class that does stand out)
Weaknesses that come to mind are
A) Less CPU/PG (needs more) B) Less Shields/Armor (as it should be) C) Less Modules (I don't have a problem with it)
My $.02 Recommendations
1) In regards to running speed the difference is negligible compared to the assault. As a suit class it should at least be 15-20% faster than the assault to compensate for the flaws involved with the suit, otherwise the new direction/role of the scout will not be so beneficial if it can be done about the same with a more versatile class with more defense and cpu/pg.
2) The Scout will be equipment dependent to be tactical, whether that is sniper, harasser, or spotter, as such there is an issue with CPU/PG and equipment carry limitations. Obviously we have to be careful to not tread on Logis, but perhaps this can be countered by making some equipment logi only, similar to how some weapons are heavy only.
3) Better stealth is needed, and I am aware of the eventual cloaking modules but I am more interested in passive defenses against line of sight over distances (which signature does nothing for), maybe scouts don't show an icon over their head so easily but can be physically seen? I admit I am still working on playing with the active scanners, which may help nullify this piece, but I don't think the suggestion is too powerful considering the new direction the scout has been taken in by this build.
Essentially I am looking for criticism and suggestions. Also if I left out anything on the list of pros/cons of the scout let me know. Thank you for your time and consideration
Edit #1
I should also mention that my scout is fastened after spotter/flanker roles (shotguns, active scanners, back biting), so any bias will be based upon the needs for this setup. 1: Simply not true. I use Scout and Assault suits and the speed difference is significant. It might not be much in numbers, but I feel considerably more sluggish when I am using an Assault Suit.
2: A bit more PG/CPU would be nice, but I am not really in any trouble to fit the things I want to fit. Engineering and Electronics help a lot, as does Weapon Upgrades. The only thing that is difficult to fit are advanced sniper rifles. They have extremely high requirements...but then again, sniping in a Scout suit is not the best idea anyways.
3: Stealth will come sometime soon (tm). Probably with a bonus for scouts (like needing less CPU/PG to fit a cloak than the other suits) |
Ten-Sidhe
Osmon Surveillance Caldari State
414
|
Posted - 2012.10.07 19:51:00 -
[6] - Quote
The suits are not classes, several classes could be build from each. The scout will be the main ewar infantry once other ewar is released. There will be 4 races, type 1 and 2, and two specializations for scout eventually. So, around 24 standard scout variants, not counting reskins like valor and dragonfly. I assume some will be good at stealth, others faster, at least some will be cqc, just as there will be some stealthy assault suits.
Signature of scout is 45, standard/logi 50, heavy 60.
The scouts pg/cpu is fine at moment, needs of ewar modules could change this, hard to say before we have them.
If fast strafing speed needed modules it would be a trade off. So, there would be sniper, ewar, stealth rifle flankers, stealth hacker, stealth cqc, speed tank cqc(strafer), and sprint speed hacker as viable scout "classes". The assault would have about as many possible roles, and be able to do most of the scout's and logi's to a less degree. The heavy and logi suits will need more equipment and heavy weapon to to be as varied as other two, they will be eventually I guess. |
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