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Arramakaian Eka
Tronhadar Free Guard Minmatar Republic
363
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Posted - 2013.01.23 21:13:00 -
[1] - Quote
Shotgun Scout is a very agile and fast role. It's for those who are good at twitch FPS gameplay, want to play stealthy or sneaky roles, want a challenge, and are versatile. If you want to be the tip of the spear or face your opponents head-on, look elsewhere. I don't recommend this role for Dust n00bs; a good level of understanding of mechanics outside of just killing enemies, and good knowledge of maps is required.
Your main tasks are to cap objects and provide fire support for your team. You will also flank opponents and engage them in close quarters combat to break their ranks, giving your teammates a tactical advantage. You are a formidable opponent as soon as you don't succumb to head-to-head combat on open ground. Instead you rely on stealth, superior positioning, and cover to give you an edge over other, slower and more cumbersome classes.
Below four of the Militia fits that I run in regularly. I have the Militia BPOs for unlimited and free restocking, but these are really cheap to run in even if you buy all of them with ISK. They require no skills, except you might not be able to fit all the mods listed from start - hence they are in order of importance.
All of these can be easily upgraded to higher tier fits, with even better utility.
CAPPER
Capper is your bread and butter role, along with CQC below. Main emphasis here is on movement and capping speed. You will also carry Remote Explosives which you can set at an objective, and blow up any enemies trying to cap them - try to hide them, so don't put them right in front of the console.
Minimal Dropsuit fitting in order of importance. Note you might not be able to fit all of the items listed due to PG/CPU limitations. Plan your skills accordingly, and you'll be able to fit them pretty quickly.
- Militia Scout dropsuit
- Militia Shotgun
- Militia Codebreaker
- Militia Profile Dampener
- Militia Scrambler Pistol
- OPTIONAL: Remote Explosives (not militia, but cheap. Requires skills Weaponry II and Demolitions I)
CQC
CQC (Close Quarters Combat) is what's used in Ambush, and whenever you just need to brawl. Increased stealth achieved with a Profile Dampener is paramount, as you will be maneuvering close to enemy. Don't run when you want to stay stealthy, as it increases your profile signature! This is also the best fit to flank opponent squads, and in hunting down snipers.
Minimal Dropsuit fitting in order of importance. Note you might not be able to fit all of the items listed due to PG/CPU limitations. Plan your skills accordingly, and you'll be able to fit them pretty quickly.
- Militia Scout dropsuit
- Militia Shotgun
- Militia Profile Dampener
- Militia Locus Grenade
- Militia Shield Extender
- Militia Scrambler Pistol
INFILTRATOR
Infiltrator is designed for fast movement behind enemy lines, capping objectives, CRUs and Supply Depots. You will carry uplinks, and these should be dropped near objectives but well out of sight, and not too close. This is my favorite role, but it is situational, and not always the best choice. I start Skirmish maps with this loadout, cap an objective or two and drop my uplinks, and change to Capper or CQC at the first opportunity.
I might switch back to Infiltrator if we are redlined, or if there is a tactical advantage in capping a distant objective - you can single-handedly change the flow of a battle with a well-placed ninja cap. Although you'll be running most of the time, some stealth is helpful in case of stragglers - I usually walk near objectives to ensure max stealth.
Minimal Dropsuit fitting in order of importance. Note you might not be able to fit all of the items listed due to PG/CPU limitations. Plan your skills accordingly, and you'll be able to fit them pretty quickly.
- Militia Scout dropsuit
- Militia Shotgun
- Militia Cardiac Regulator
- Militia Drop Uplink
- Militia Scrambler Pistol
TOOLMAN
Toolman is another specialist, situational fitting. This is essentially a healer, replenishing armor for both players and vehicles. Speed once again is important so you can get to your teammates quickly. Logibro is generally better suited for dedicated repairs, but your speed and/or stealth will give you an advantage in some situations - I'm sure one can make very potent logistics-style scout fittings with proper skills. You can replace the repair tool with other mods listed below for further utility, or create separate fittings for those.
Minimal Dropsuit fitting in order of importance. Note you might not be able to fit all of the items listed due to PG/CPU limitations. Plan your skills accordingly, and you'll be able to fit them pretty quickly.
- Militia Scout dropsuit
- Militia Shotgun
- Militia Repair Tool (or replace with Nanite Injector (resuscitation) or Nanohives (ammo resupply)
- Militia Profile Dampener
- Militia Cardiac Regulator
- Militia Scrambler Pistol
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Arramakaian Eka
Tronhadar Free Guard Minmatar Republic
363
|
Posted - 2013.01.24 21:53:00 -
[2] - Quote
Coralis Dagarth wrote:For your CQC suit, how do you manage to fit 2 profile dampeners on a militia scout suit ?
I run in Dragonfly, and I thought it's the same as the Militia dropsuit - apparently not since D'fly has two low slots and Militia only one.
Thanks; I corrected the guide. |
Arramakaian Eka
Tronhadar Free Guard Minmatar Republic
363
|
Posted - 2013.01.25 01:04:00 -
[3] - Quote
Jackof All-Trades wrote:I find you can do a good compromise (Infiltrator and Capper, with CQC) with Scout Type-II. I usually keep a remote explosive along with a drop uplink, and because shotguns are good for close range anyway, side arm is unneeded. Then I just fit speed mods, and specialist shotgun.
The guide is specifically for Militia fits, but good tips.
I keep scrambler pistol in the fits for mid-range shooting - shotgun is absolutely useless around 15 meters and beyond - and when my ammo runs out for finishing off the opponent - this is a tactic very rarely used, but will make a huge difference in your KDR. |
Arramakaian Eka
Tronhadar Free Guard Minmatar Republic
363
|
Posted - 2013.01.25 10:38:00 -
[4] - Quote
0 Try Harder wrote: Get some skill. Get an assault rifle. ... This is as bad as a grenade spamming guide. Throw down a nanohive and spam grenades. You'll get some kills, and probably more than if you went shotgun scout ;).
In case you didn't notice, this is a Militia fit guide - hardly a guide for corp battles. Besides, I play the way I want, not the way my corp wants. I've always played shotguns and CQC in FPSs, you play the way you want. Grenade spamming is a perfectly viable tactic, so go whine about that in another thread - you QQers already got them nerfed them before open beta so I can't believe you're still complaining about that.
Back on topic. I'm currently skilling up my dampening, capping and shotgun skills, but will next skill up my team support skills to improve my scanning accuracy and range - this will make me a much better spotter than anyone in an assault suit with any kinds of skills and mods.
A secondary role for added corp utility will be anti-tank - another of my favorite roles in other games. CCP's insistence of forcing Forge Guns to be heavies is ********. So it is Swarm Gun on a Scout for me.
The game is still in beta, and when cloaking devices come shotgun scouting will become even more versatile role. |
Arramakaian Eka
Tronhadar Free Guard Minmatar Republic
363
|
Posted - 2013.01.25 10:51:00 -
[5] - Quote
TK-SilentSwift HackSabotage wrote:OKay, thanks a lot. I feel like a kid in a candy store. I'm a few days in and have wasted my SP's all the wrong way. Should I start over with a clean slate?
This is definitly me, exactly my style of gameplay; especially INFILTRATOR. I love that suit. What should I focus on, the first week of gameplay? How should I allocate my SP?
What skill evel would suffice for my shotgun? I have **** poor aim, but I'm agile with my feet. So much so, it's too back we can't prone to lay down on our stomachs; but I'll manage.
I haven't really settle with a corp. yet. Are you recruiting? Because it would be great to have you as my Mentor and me your Disciple.
Thank again, TK
Glad you like it!
It's your call. I think you guys start with 500k SP, which would get you pretty nicely into a shottie scout dropsuit. On the other hand, the SP you've spent already might come in handy later when you expand your skill set.
For infiltrator-style gameplay I'd start with Dropsuit Command, Weaponry, and Profile Dampening, in that order. The first and last of those skills both improve your stealth (ie. you're harder to spot on scanners, there's no invisibility or cloaking in the game, yet). Weaponry improves damage of all weapons, so it's important no matter what you do.
Shotgun skill limits the spread so you will make more damage as long as you aim at the enemy, so it's another good one to add pretty early on to lvl 3 or 4 at least. When you skill it up to 5, you unlock Shotgun Proficiency, which increases your rate of fire - but that skill is much more costly in terms of SP, so I'd wait until you have your other skills done.
The way I train skills is I pick two or three that I skill up concurrently. I always skill up the one on the list which has the lowest SP requirement for next level. This way I make steady progression in several aspects.
This is my forum toon, not the one I play with. You'll learn quickly that EVE/Dust players are the most paranoid bunch out there, and you'll also learn why when you read up on the history of EVE. There is a corp recruitment section on the forum, and I think I saw a adopt a newbie thread on General forum. Good luck! |
Arramakaian Eka
Tronhadar Free Guard Minmatar Republic
363
|
Posted - 2013.01.26 23:33:00 -
[6] - Quote
0 Try Harder wrote:If you're going Anti-Vehicle, wouldn't it be a better idea to spec into sidearms? You can't use a shotgun and a swarm launcher at the same time, but you can use a swarm launcher with a pistol or smg.
Yes, if you're dedicated AV, but that will be my secondary role. AV when necessary, shotgun scout at other times.
Quote:This game is all about specialization. If you're skilling AV, you'll be a better AV player if you skill into things that support that role. Same goes for logis, tankers, etc., etc. I what I have seen, and from what you described, the main role of a shot gunner is to sneak around and hope you get a lucky kill when someone isn't paying attention, or an enemy walking around the wrong corner. Other roles are far better at providing fire support, (ie HMG on a heavy -.-) dropping equipment, and sneaking around as a scout.
Shotgun scout is a specialization. I've listed no fewer than four sub-specializations in the OP - you can probably spend 2m SP on each to max them out.
Getting kills with a shotgun scout has very little to do with luck - it's more about knowing the maps, and using cover and stealth to your advantage.
You sound like a min/maxer, and for those I would recommend going HMG Heavy (until CCP in their spinelessness nerfs them) or AR Assault (until CCP nerfs them). If you want a challenge and if the above play styles appeal to you, shotgun scout is a lot of fun, and you can be a valuable asset to your team although you're not one of the cookie cutter builds (I do realize I offer just that in the OP).
See my point: play what you want and what's fun for you, not what's hot in this build. Of course if min/maxing is what gives you kicks, go for it - but be prepared to be disappointed and having to start over each build; I've seen it happen already a few times. |
Arramakaian Eka
Tronhadar Free Guard Minmatar Republic
363
|
Posted - 2013.01.27 01:13:00 -
[7] - Quote
0 Try Harder wrote:Arramakaian Eka wrote:If you want a challenge Going pistols only is a challenge. A weapon that one hit kills at close range on almost any part of your target is not. If the challenge is about getting into close range, that can be said about most weapons. A scrambler pistol's max effective range is 17 meters. And I have no clue what min/maxing is.
Fascinating. Let's get back on topic. |
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