ZiwZih
Tritan-Industries Legacy Rising
54
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Posted - 2013.01.13 21:22:00 -
[1] - Quote
While I see many Scouts in public matches going for Sniper Rifle, honestly not many are enough good for the job and sometimes you find yourself in a match with three of four not-so-good Sniper Scouts which actually hinder the team rather than help.
Shotgun/Nova Knives (in your face) Scouts are not everyone's cup of tea, that is understandable, so I thought of sharing this cheap, get-into-early-on fit that still gives people way to 'scope on things' and keep some distance, but also let them explore another great feature of the Scout suit -- speed.
Suit : 'Dagonfly' Type-I - - : 'Kinesis' Basic Shield Extender - : 'Icarus' Basic Kinetic Catalyzer, Militia CPU Upgrade BPO Gÿ+ : Remote Explosive L : Tactical Assault Rifle S : Nova Knives G : Locus Grenade CPU/PG : 127/31
The Arbiter class needs this skills to be able fit it:
Circuitry L1 -- 6.220 SP AR Operations L2 -- 49.740 SP NK Operations L1 -- 12.440 SP Demolitions L1 -- 6.220 SP Granadier L1 -- 24.880 SP
TOTAL -- 99.500 SP
So, with only 99.500 SP invested this fit is possible right on the fresh character w/ out the need to grind SP. Good reason for people that do not play Scout to go out and give it a try. If you don't have MercPack and 'Dragonfly' suit that comes with it, then a bit of extra skill points in Dropsuit Command and Gallente Scout Dropsuit is needed to unlock 'Valor' variant (which is completely the same, only requires skill learned and is green instead of blue).
Also this fit requires one time 30 AUR for CPU Upgrade BPO and 60 AUR per fit for 'Kinesis' BSE and 'Icarus' KC.
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The idea behind the play-style with this fit is that you dictate the battle and 8% speed boost on already fast Type-I Scout suit helps here. Tho, unlike with Shotgun, here you want to keep distance; unless you are sure you can pretty quick close the distance and use NK.
TacAR is great weapon for a Scout as not only it's single shot are hard hitting and help you finish-off victims, damage them enough for your squad mates to execute easily, and has excellent head-shot damage -- but it also has camera scope. This is a great tool for actual scouting, and much like Sniper Rifle it gives you awareness on what is happening on areas of a battlefield. You can see if a path you are about to take is clear, coped with your speed to move ultra-fast you can keep informing your squad leader/team on current situation and enemy movement, cover angles and areas a Sniper in your team can't, etc. And, again, helps you land precise high-damage head-shots.
Nova Knives are obvious, for fast silent execution when you sneak up to the enemy. Tho here, in their STD variant they are not really that grate for that job, so their primarily use is to boost your speed even more. Quickly swicth to them when you run for cover or when surrounded and need escape (as a Scout you die when someone gives you an evil look, so running away is a tactical move, not a sign of cowardice). If you plan on seriously using them, slowly progress for ADV versions of them and say bye your KDR as the practice in them hurts and takes time (practice a lot by using nothing but them in both Skirmish and Ambush modes).
'Kinesis' BSE is 33 instead of 22 HP of regular BSE/Militia BPO, small but well worth. Later on if you get confident and raise skills consider going for Damage Mod.
'Icarus' KC gives 8% speed and is good use instead of 2x KC BPO that gives 5% each (which should also have diminishing returns). Leaves one Low Powered slot for CPU Upgrade that helps this early on. Later on either boost your speed more or consider one of the Profile affecting modules.
Locus Grenades are well spent cca 25k SP as they are powerful ATM when everyone else is still in lower tiers of suits. LG gives you three charges instead of two that Militia/Fused gives. Three grenades -- lovely.
Remote Explosives are your dear friends. Beside traps on objective points use them to lure fatties with a lot of EHP and vehicles. Proximity might be a good option too, but I have no experience in them. Check this thread of Sinboto Simmons on how to be creative with them.
Requirements of 127 CPU and 31 PG are checked with above mentioned skills.
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You may want to make variations of this fit to include Nano Hives, Nanite Injector and with replacing 'Kinesis' with regular BSE you can squeeze Hacked Drop Uplink on this fit.
Make a Sniper Rifle version too, when counter-sniping is needed.
Remote Repairs is a good idea too. It might help your team greatly and bring you nice WP. With this speed and RR you are ultra-portable triage unit that comes quick, reps and disappears.
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New Scouts should, beside obvious Weaponry and Armour/Shield skills, pay attention on supporting skills. As we as a class are expected to be versatile, that requires good fitting skills (and unlike other classes our base CPU/PG are poor). Cheap Circuitry, PG, and don't forget to look at Light/Sidearms Weapon Upgrades (or was it Operations) skills that lower the need of Light/Sidearm weapons of CPU.
Knowledge of EVE says you better have supporting skills for what you can fly now then train to sit in a big ship and be blown on next gate jump. Philosophy of speed-tanking is also coming from there. :)
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Hope this fit inspire someone to jump into the Scout suit or some Sniper Scouts to try a different tactic.
EDIT: For ISK versions of SE and KC modules one needs to spend additional (37.300 + 87.060) 124.360 SP to get Shield Enchancments to L3 and (55.950+130.590) 186.540 SP to have Mobility on L3. Then 18.650 SP for Dropsuitt Command L2 and 49.760 SP for Gallente Scout Dropsuit to be able to buy equivalent STD Type-I suit. |
Arramakaian Eka
Tronhadar Free Guard Minmatar Republic
363
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Posted - 2013.01.15 11:23:00 -
[2] - Quote
Good guide. I've been running a shottie/NK scout since reset, with improving success (top of leaderboards yesterday in one Skirmish), and it's a really fun way to play the game. Don't engage in open areas, flank a lot, and stick with teammates unless you're ninjaing CRUs.
I'm having second thoughts about NK, though. With a shottie/NK combo I'm harmless at anything beyond 10 or so meters. This can be alleviated with better path selection and use of cover, but sometimes you just need to cross open areas. Also, nova knives really don't do anything a shottie can't do better, except using them doesn't light me up on the radar (I think). Therefore I'm considering a pistol or submachine gun as secondary weapon. Any pros and cons between NK/pistol/sub? |