Aeon Amadi
WarRavens
1178
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Posted - 2013.04.22 10:05:00 -
[3] - Quote
Galrick M'kron wrote:Aeon Amadi wrote:iLLMaTiC619 wrote:you got proto scout suit which is beast, you got scrubz with dildo laser guns spraying up the skies like a fuckin club rave stripper show..
you got AR rifles that kill a heavy in seconds so where is the love for the good ol' heavies?!?! I saw another thread on here with the new suits that are coming and not one damn heavy suit :/ come on CCP we know yall love the scouts and Assualt class show love to the heavies Wow dude you have absolutely no concept of "beast". I came here expecting some viable information to help prove the already proven in that Heavies are under-powered when compared with other suits but choosing the Scout as a comparison was just silly. Scouts are ridiculously under-powered and they don't give a lot of room for error. You have to be quick on the reaction time and have a fond understanding of the eb and flow of the battlefield as one mistake will wind up putting you in a CRU. Go fight against some of the bigger corps with their Prototype Assault suits and Prototype Weapons stacked with 4x Complex Damage Mods/Shield Extenders, then come back and see what you think. Exactly. Non-medium suits need some love. For scouts, I say make all their stats sans speed, stamina, and HP the same as an assault suit (PG/CPU and total slot count included), keep their HP low, and bring tgeir scan profile and precision down to 40. That way, it's balanced with the assault in that it's a lot more stealthier, can move and run faster for longer, but has very low HP.
Bad design, let me explain why.
Scout's are at a major disadvantage because of five factors:
1.) Their increased speed is not enough to substantiate the fact that they have low slot count, lower HP (both shield and armor) and less PG/CPU. Their only physical advantage in any field is increased speed, but it's not enough to make a difference in terms of it's survivability.
2.) They require the same amount of SP to specialize in, if not MORE. With the Assault Suit you can specialize into your base skills and a weaponry skill and turn out fine, but with the Scout you're almost forced to specialize into having a low profile as it's your only real defense, lacking any other form and/or function.
3.) There are no scout-specific gameplay elements. Heavy's come with Heavy Weaponry, Logistics come with increased equipment slots to field a versatile array of support abilities. The scout, on the other hand, has no definitive role that separates it from everything else.
IMPORTANT: Cloaking -will not- aid this matter unless it is Scout specific. If only the Scout type can utilize it, than it gives the Scout a definitive role, otherwise an Assault/Logistics is -still- better for it's utilization as they have more capabilities to fit profile dampeners. Further more, Active Scanners are going to be implemented solely to defeat this tactic.
4.) It's not cost efficient, with the Standard Scout suit costing MORE than the Standard Assault suit. This does not make sense when combined with it's decreased survivability and lack of a significant role.
5.) The most important factor that completely defeats the premise of the Scout: The scan system is entirely defeated just by looking down the sights of your weapon. No matter how low your scan profile and no matter how high their precision you will -ALWAYS- come up on the map if they sight you. This completely neuters any semblance of defense from the Scout's low profile.
Standardizing it to the Assault suit and simply giving it a lower profile and lower defense won't solve anything - it's just adding another Assault suit variant. The Scout needs a definitive defense and a definitive role, which it currently has neither. |
Aeon Amadi
WarRavens
1179
|
Posted - 2013.04.22 16:52:00 -
[4] - Quote
Alldin Kan wrote:CHICAGOCUBS4EVER wrote:heavy is junk... super UP sauce that gets melted by militia scrubs all the time ;)
my biggest concern is when they get rid of the ability to increase effective range (as Ive been reading)
this is what separates the better heavies from the pack imo as they can actually hit the AR at range and at the least make them relocate.
this is the toughest part of being a heavy is getting smashed from a distance where you cant do anything except attempt to move our chunky butts to cover...
armor rep is a joke, you cant even make a good rep suit without sacrificing way too much due to cpu constraints.
sure the proto suit is fun, but in no way cost effective nor significantly better than a B series
1 extra slot and enough CPU to add a dmg mod IF you don't equip the specialist proto hmgs.
basically any 'god mode' HMG setup will require a CPU chip, leaving 1 slot for rep/plates etc.
Seems like you haven't really experimented with the fittings. Please, have a seat over here.In the next build, armor rep modules get a 5% bonus per each skill level. Vk. 0 will then rep 12.5 AHP if you have 2 complex reps (don't worry about not being able to use a proto HMG over ADV, range and damage BARELY increases). Armor heavy is good against the army of AR users and the rep is constant. Once the HMG has no sharpshooter then just go AR or Assault HMG and kill everything (I have 200 Officer ARs and 150 Officer Pistols waiting to be used). Heavy vk.1 can be given a ADV/PRO speed mod + Complex rep... but everyone loves the reckless DPS right? -_- Add damage mods everywhere then, your shields will usually leave the armor untouched.
And how the hell did you manage to get that many officer weapons..? |