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RINON114
B.S.A.A.
27
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Posted - 2013.03.06 09:52:00 -
[1] - Quote
I'm only halfway through this thread and almost out of time so I'll just come right out with it:
- Cloaking should be on all suits. - Cloaking should get better the longer you stay still, giving a tradeoff between detection and being a sensible sniper and relocating.
The reason I suggest this is because the "optical sensors" would adjust and become more accurate the longer they can study the environment. |
RINON114
B.S.A.A.
32
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Posted - 2013.03.10 01:47:00 -
[2] - Quote
icdedppul wrote:so I'm a scout, my main is sitting on 1.94 million unallocated SP to take my lvl 3 scout to proto right now.. just waiting to see if anything changes in the next couple weeks (come on mar12 i'm expecting big things) my alt is sitting on lvl 3
not really sure what I can say about this.. more love for the scout suit would be wonderful. at the same time I dont want to go back to the days of superscouts that you cant hit as they dance the jig
im against the idea of the cloaking module especially one that gets better the longer you sit still as that will just promote more people sitting in the hills doing nothing and make the scout/shotgun build even more prevalent
other suggestions about more slots are useless as we don't have the CPU/PG to run more slots (first skill I maxed was circuitry, I even have shield upgrades to lvl 5 for the extra 3% reduction on shield modules and is sad that it doesnt apply to regulators.. and I am always surprised when someone complains they have to bring circuitry up to lvl 4)
but things that I think should be fixed before they start tweaking the scout Hit detection - Im a scout bad hit detection benefits me the most and I want it fixed Stackable damage mods - wth why haven't these been fixed yet scan - have trouble picking up 6 guys on the other side of the hill but can spot through buildings across the map with a sniper rifle.. makes sense How would stealth that gets better over time make scouts with shotguns more prevalent? It would do the precise opposite and force players into a decision that looks a little like this: - Fully stealthed scout gets a kill and the guy who is dead saw the "rail trail" and now knows where he is, and so do his buddies. The squad is coming and the scout now faces two decisions. Do they break stealth and run, attempting to hide somewhere else? Or does the scout stay slow and silent then relocate to somewhere close by allowing the squad to search in vain for a needle on a battlefield, witg the mich higher chance of being discovered? |
RINON114
B.S.A.A.
32
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Posted - 2013.03.10 02:06:00 -
[3] - Quote
Delirium Inferno wrote:digi mech wrote:a cloak would in my opinion ruin the game..
every other game I have played where a cloak for a sniper was available would result in them sitting in corners waiting for unsuspecting visitors.. camping away and then blam, unsuspecting death from an invisible foe, who will more than likely be cloaked again when you return..
in this game you only need one invisible sniper at every capped flag.. then you cant lose.
I dont think its a cloak the scout needs its more module space and better CPU plus faster movement or a much lower profile. Simple solution to that. 1) Flux Grenades disable electronics, thus disable the cloak. 2) Add a weapon with an infrared scope, or make attachments part of the game and have that as an attachment. BAM! Hole in one. |
RINON114
B.S.A.A.
36
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Posted - 2013.03.13 12:05:00 -
[4] - Quote
Garrett Blacknova wrote:Bojo The Mighty wrote:Garrett Blacknova wrote:If a Heavy manages to "sneak up" on me when I'm playing Scout, it's because I screwed up. Elaborate on how it would be your fault? Sure it may be your fault for letting a heavy there in the first place, but having the heavy be invisible to radar mere meters behind you is due to slightly faulted mechanics. I understand more from the new Dev Video Diary that the scout is Light Frame so that means less meat on the bones, I understand that, but paying more for less? That's messed. The fact that a sniper can have their reticule in the general vicinity of where I am and have me show up on Tacnet is what get's my goat. If someone that slow gets that close to me before I see them coming, I wasn't checking corners, or I was backpedalling into them, or I was fixated on the direction I was facing and forgot to look behind me while staying in one place for a long period. Scouts need to be keeping an eye out. If I'm with team- or squadmates, then I check the minimap and try to watch a direction they AREN'T looking. Also, my suit has a 25m Scan Radius (at least 10m longer than any other suit) with accurate enough Scan Precision that I can pick up most Heavies (admittedly, only MOST, not all) without having to look at them, even when my teammates aren't around to spot the enemy for me. I still DO occasionally get caught out by Heavies, but it was always, ALWAYS due to a lack of attention and care on my part at least as much as because of the Heavy doing a good job. So what's your point in the context of this thread? |
RINON114
B.S.A.A.
39
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Posted - 2013.03.14 07:01:00 -
[5] - Quote
Talos Alomar wrote:RINON114 wrote: So what's your point in the context of this thread?
The point is that scouts are not front-line fighters, but they aren't without their uses. They have great scan stats, which have been used to great effect by people who have skilled into getting the most out of those stats.
Ah, thank you for clarifying. In that case, isn't that cometely obvious? Meaning that nothing is wrong with the scout suit as long as you use it correctly? |
RINON114
B.S.A.A.
41
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Posted - 2013.03.15 06:41:00 -
[6] - Quote
Talos Alomar wrote:RINON114 wrote:Talos Alomar wrote:RINON114 wrote: So what's your point in the context of this thread?
The point is that scouts are not front-line fighters, but they aren't without their uses. They have great scan stats, which have been used to great effect by people who have skilled into getting the most out of those stats. Ah, thank you for clarifying. In that case, isn't that cometely obvious? Meaning that nothing is wrong with the scout suit as long as you use it correctly? Pretty much. I wouldn't say the scout suit is "broke", It's just not suited for the type of combat people use it for. Lest of all it being pitted against geks with maxed sharpshooter and the broken complex damage mod stacked 3-4 deep, but that's another post. Too true. I still agree that the scouts seem to be getting the sharp stick, point first, in the backside though. Compared to all other suits they lack in almost every area.
But like you said, if people use it at it's most efficient, then it certainly has a place here. |
RINON114
B.S.A.A.
44
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Posted - 2013.03.17 10:43:00 -
[7] - Quote
Shijima Kuraimaru wrote: Yeah, but how many people use it within the role it's best at?
That isn't CCP's fault for not balancing the suit though, that's the player's fault for not knowing.
I think it's only a good thing though, scouts have a particular set of skills... |
RINON114
B.S.A.A.
67
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Posted - 2013.03.22 15:07:00 -
[8] - Quote
Aeon Amadi wrote:Bojo The Mighty wrote:Aeon Amadi wrote:
Do keep in mind that if another player on your team can sight a target they will appear for you as well. When testing the scanning system, it's best to do it in a completely controlled environment devoid of all life and preferably set us a corp battle with a friendly corporation.
Right. It just seems that the sheer quantity of red dots that was picked up compared to the number of blue dots nearby lead me to believe so. But I will sick my lab rats on the project. Just saying, I don't trust a system that can magically dedicate people coming up behind me and vice versa. Even when I'm running a Heavy suit there's been times where a Scout should have gotten the jump on me but didn't due to this weird ass scanning system tracking primarily at your six o'clock. No idea why it's more powerful in that direction but it is. You don't understand the advantage of having a stronger scan facing the opposite direction to you? I don't think CCP intended this to happen but it's a smart idea in fairness. |
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