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Delirium Inferno
Edoras Corporation
171
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Posted - 2013.05.09 23:42:00 -
[1] - Quote
This has been bothering me. I can understand why Assault only gets one because they should be more focused on killing, but for scout it makes no sense. They should have at least 2.
Here's why. Scouts have very low hit points, only a few shots and you're dead. They are not supposed to be engaging in much combat. So you're sneaking around all over the place and you get behind the enemies, now what? Scouts in real life carry a good bunch of gadgets with them, and in video games stealth gameplay is usually always accompanied with an assortment of gadgets. But scout can only carry one? The active scanner seems like it would be a scouts best friend, but if you carry that you can't really do anything. You just get behind lines and sit there. So a second equipment slot to carry an uplink would make sense.
Maybe there is some reason I'm missing, but it just doesn't seem very scout-like to only carry one piece of equipment around with you. Right now they are more hit-and-run assassins than scouts. |
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TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
241
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Posted - 2013.05.09 23:43:00 -
[2] - Quote
You're a scout. Why do you need two?
Let the Logi carry the equipment, you just focus on your speed and your shotty. |
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Delta 749
Maverick Security Consulting
19
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Posted - 2013.05.09 23:44:00 -
[3] - Quote
Scouts travel light, you want more equipment slots then give up some speed |
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LongLostLust
Dead Six Initiative Lokun Listamenn
2
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Posted - 2013.05.09 23:45:00 -
[4] - Quote
I wouldn't be opposed to seeing every scout have the active scanner and then a blank equipment slot like they have now. |
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TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
241
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Posted - 2013.05.09 23:47:00 -
[5] - Quote
Besides, what you're describing is a lone wolf scenario. Active scanner to warn you of baddies and an uplink to spawn back at your favorite camp spot.
This game attempts to look down at the lone wolf and give the teamplayers bonuses.
If you want to go out alone, you have to deal with the little equipment / limited ammo / 0 survivability. If you want to travel in a group, enjoy your reps / ammo / spawns / meatshields / communication / verbal abuse. |
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Delirium Inferno
Edoras Corporation
171
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Posted - 2013.05.09 23:50:00 -
[6] - Quote
TheAmazing FlyingPig wrote:You're a scout. Why do you need two?
Let the Logi carry the equipment, you just focus on your speed and your shotty. Because that's not a scout, that's an assassin.
I use the equipment slot for an active scanner to help me scout out the area, but once I get behind enemy lines I can't really help my team any more than a simply waiting for one guy to leave the heard and quickly pick him off. One way that really helps give the scout a beneficial role to the team is uplinks, sneak back there and insert your team into a tactical position. It just seems a bit illogical that if you want to do one of the few things a SCOUT can do to help you must sacrifice any equipment that will help make you a scout. Again emphasis on SCOUT, not the assassin which this suit is better fitted for.
I'm not saying give the scout 4 equipment slots like a logi, 2 is all that is really needed. Before Uprising scouts had this and it was perfect, I didn't see it get abused like all the assault players who were doing a better job at logistics than logistics.
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Delirium Inferno
Edoras Corporation
171
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Posted - 2013.05.09 23:52:00 -
[7] - Quote
TheAmazing FlyingPig wrote:Besides, what you're describing is a lone wolf scenario. Active scanner to warn you of baddies and an uplink to spawn back at your favorite camp spot.
This game attempts to look down at the lone wolf and give the teamplayers bonuses.
If you want to go out alone, you have to deal with the little equipment / limited ammo / 0 survivability. If you want to travel in a group, enjoy your reps / ammo / spawns / meatshields / communication / verbal abuse. It's not lone wolf at all. The uplink is to get your team into position, not to get back to your camping spot. Scouts can't even camp, they have to be on the move at all times because of their low health. What I'm suggesting is making the scout more of a team player. Yes he would often travel alone because it's easier for enemies to spot groups, but he would still be working for the team and not himself. |
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TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
242
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Posted - 2013.05.09 23:54:00 -
[8] - Quote
Delirium Inferno wrote:TheAmazing FlyingPig wrote:Besides, what you're describing is a lone wolf scenario. Active scanner to warn you of baddies and an uplink to spawn back at your favorite camp spot.
This game attempts to look down at the lone wolf and give the teamplayers bonuses.
If you want to go out alone, you have to deal with the little equipment / limited ammo / 0 survivability. If you want to travel in a group, enjoy your reps / ammo / spawns / meatshields / communication / verbal abuse. It's not lone wolf at all. The uplink is to get your team into position, not to get back to your camping spot. Scouts can't even camp, they have to be on the move at all times because of their low health. What I'm suggesting is making the scout more of a team player. Yes he would often travel alone because it's easier for enemies to spot groups, but he would still be working for the team and not himself.
While the intention is good, I can just see this becoming Sniper514. |
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Delirium Inferno
Edoras Corporation
171
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Posted - 2013.05.09 23:57:00 -
[9] - Quote
TheAmazing FlyingPig wrote:Delirium Inferno wrote:TheAmazing FlyingPig wrote:Besides, what you're describing is a lone wolf scenario. Active scanner to warn you of baddies and an uplink to spawn back at your favorite camp spot.
This game attempts to look down at the lone wolf and give the teamplayers bonuses.
If you want to go out alone, you have to deal with the little equipment / limited ammo / 0 survivability. If you want to travel in a group, enjoy your reps / ammo / spawns / meatshields / communication / verbal abuse. It's not lone wolf at all. The uplink is to get your team into position, not to get back to your camping spot. Scouts can't even camp, they have to be on the move at all times because of their low health. What I'm suggesting is making the scout more of a team player. Yes he would often travel alone because it's easier for enemies to spot groups, but he would still be working for the team and not himself. While the intention is good, I can just see this becoming Sniper514. Snipers don't win the war. And they already removed the peak in Manus Peak. There's really not many good spots for snipers to go to that can't be easily accessed by the enemies, and there's now plenty of cover to block their field of view. The positives outweigh the negatives in this situation.
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Dazereth the 2nd
Stoned Kloned Killers
33
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Posted - 2013.05.09 23:59:00 -
[10] - Quote
Delirium Inferno wrote:This has been bothering me. I can understand why Assault only gets one because they should be more focused on killing, but for scout it makes no sense. They should have at least 2.
Here's why. Scouts have very low hit points, only a few shots and you're dead. They are not supposed to be engaging in much combat. So you're sneaking around all over the place and you get behind the enemies, now what? Scouts in real life carry a good bunch of gadgets with them, and in video games stealth gameplay is usually always accompanied with an assortment of gadgets. But scout can only carry one? The active scanner seems like it would be a scouts best friend, but if you carry that you can't really do anything. You just get behind lines and sit there. So a second equipment slot to carry an uplink would make sense.
Maybe there is some reason I'm missing, but it just doesn't seem very scout-like to only carry one piece of equipment around with you. Right now they are more hit-and-run assassins than scouts.
Was a scout sniper in real life bro, we carried a radio, range finder and a kit to make a hide site. Thats it.
Go on somewhere with that argument. THe only people who need equip slots are logi. |
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Delirium Inferno
Edoras Corporation
171
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Posted - 2013.05.10 00:02:00 -
[11] - Quote
Dazereth the 2nd wrote:Delirium Inferno wrote:This has been bothering me. I can understand why Assault only gets one because they should be more focused on killing, but for scout it makes no sense. They should have at least 2.
Here's why. Scouts have very low hit points, only a few shots and you're dead. They are not supposed to be engaging in much combat. So you're sneaking around all over the place and you get behind the enemies, now what? Scouts in real life carry a good bunch of gadgets with them, and in video games stealth gameplay is usually always accompanied with an assortment of gadgets. But scout can only carry one? The active scanner seems like it would be a scouts best friend, but if you carry that you can't really do anything. You just get behind lines and sit there. So a second equipment slot to carry an uplink would make sense.
Maybe there is some reason I'm missing, but it just doesn't seem very scout-like to only carry one piece of equipment around with you. Right now they are more hit-and-run assassins than scouts. Was a scout sniper in real life bro, we carried a radio, range finder and a kit to make a hide site. Thats it. Go on somewhere with that argument. THe only people who need equip slots are logi. I'm not talking about scout snipers though. That's more of a marksmen anyways. I'm talking about the people who actually sneak into enemy bases and infiltrate and all that good stuff (which is what the current Scout specialization is supposed to be for). |
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Kane Fyea
BetaMax. CRONOS.
168
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Posted - 2013.05.10 00:04:00 -
[12] - Quote
TheAmazing FlyingPig wrote:Delirium Inferno wrote:TheAmazing FlyingPig wrote:Besides, what you're describing is a lone wolf scenario. Active scanner to warn you of baddies and an uplink to spawn back at your favorite camp spot.
This game attempts to look down at the lone wolf and give the teamplayers bonuses.
If you want to go out alone, you have to deal with the little equipment / limited ammo / 0 survivability. If you want to travel in a group, enjoy your reps / ammo / spawns / meatshields / communication / verbal abuse. It's not lone wolf at all. The uplink is to get your team into position, not to get back to your camping spot. Scouts can't even camp, they have to be on the move at all times because of their low health. What I'm suggesting is making the scout more of a team player. Yes he would often travel alone because it's easier for enemies to spot groups, but he would still be working for the team and not himself. While the intention is good, I can just see this becoming Sniper514. Yea because logis cant use snipers, right? ![Roll](https://forums.dust514.com/Images/Emoticons/ccp_roll.png) |
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Delirium Inferno
Edoras Corporation
171
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Posted - 2013.05.10 00:06:00 -
[13] - Quote
Kane Fyea wrote:TheAmazing FlyingPig wrote:Delirium Inferno wrote:TheAmazing FlyingPig wrote:Besides, what you're describing is a lone wolf scenario. Active scanner to warn you of baddies and an uplink to spawn back at your favorite camp spot.
This game attempts to look down at the lone wolf and give the teamplayers bonuses.
If you want to go out alone, you have to deal with the little equipment / limited ammo / 0 survivability. If you want to travel in a group, enjoy your reps / ammo / spawns / meatshields / communication / verbal abuse. It's not lone wolf at all. The uplink is to get your team into position, not to get back to your camping spot. Scouts can't even camp, they have to be on the move at all times because of their low health. What I'm suggesting is making the scout more of a team player. Yes he would often travel alone because it's easier for enemies to spot groups, but he would still be working for the team and not himself. While the intention is good, I can just see this becoming Sniper514. Yea because logis cant use snipers, right? ![Roll](https://forums.dust514.com/Images/Emoticons/ccp_roll.png) Great point, plus the Amarr logi gets a side arm so that would be the ideal for anyone who wants to be a sniper right now. Giving the scout a second equipment slot wouldn't harm anything. |
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ZiwZih
The Tritan Industries RISE of LEGION
135
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Posted - 2013.05.10 00:13:00 -
[14] - Quote
Two slots would be nice. Scanning and blowing thing. Or blowing things and self-repping. Or uplink and....
No idea why they removed it. |
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Dazereth the 2nd
Stoned Kloned Killers
33
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Posted - 2013.05.10 00:17:00 -
[15] - Quote
Delirium Inferno wrote:Dazereth the 2nd wrote:Delirium Inferno wrote:This has been bothering me. I can understand why Assault only gets one because they should be more focused on killing, but for scout it makes no sense. They should have at least 2.
Here's why. Scouts have very low hit points, only a few shots and you're dead. They are not supposed to be engaging in much combat. So you're sneaking around all over the place and you get behind the enemies, now what? Scouts in real life carry a good bunch of gadgets with them, and in video games stealth gameplay is usually always accompanied with an assortment of gadgets. But scout can only carry one? The active scanner seems like it would be a scouts best friend, but if you carry that you can't really do anything. You just get behind lines and sit there. So a second equipment slot to carry an uplink would make sense.
Maybe there is some reason I'm missing, but it just doesn't seem very scout-like to only carry one piece of equipment around with you. Right now they are more hit-and-run assassins than scouts. Was a scout sniper in real life bro, we carried a radio, range finder and a kit to make a hide site. Thats it. Go on somewhere with that argument. THe only people who need equip slots are logi. I'm not talking about scout snipers though. That's more of a marksmen anyways. I'm talking about the people who actually sneak into enemy bases and infiltrate and all that good stuff (which is what the current Scout specialization is supposed to be for). I get your point and all, but balance is what worries me. Logis are the equipment dudes, I'd only be ok if it were proto scout suit. |
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DJINN Marauder
Hellstorm Inc League of Infamy
544
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Posted - 2013.05.10 00:23:00 -
[16] - Quote
They should have left them with 2 equipment :(
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Delirium Inferno
Edoras Corporation
171
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Posted - 2013.05.10 00:25:00 -
[17] - Quote
Dazereth the 2nd wrote: I get your point and all, but balance is what worries me. Logis are the equipment dudes, I'd only be ok if it were proto scout suit.
Well yes when I talk about what suits get I'm usually implying the proto suit, though I wouldn't be opposed to standard and advanced scouts getting it either. Logis are still going to be the equipment dudes, scouts would only get 2. Logis get 4 equipments slots. Do you think everyone else should be limited to only 1? 1 makes sense on assaults, 0 makes sense on sentinels, but 1 does not make sense on scouts. |
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NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
270
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Posted - 2013.05.10 00:29:00 -
[18] - Quote
Logis are blatantly OP right now, just give assaults and scouts their equipment slots back. |
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Keyser Soze VerbalKint
IMPSwarm Negative-Feedback
272
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Posted - 2013.05.10 00:37:00 -
[19] - Quote
Yea another reason for more variety in suit options
If there were more varaints of the scout suits where you get more of a module type at the sacrifice of something else you truly can create some varied fits.
Personally i thought the suit that had 2 primary slots(shotgun and ar) was an interesting variant, too bad these are all BPC from special events and are specced to be around the miltia level, If they were std to advacned level of the speciality fits they would be amazing to have. |
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Delirium Inferno
Edoras Corporation
175
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Posted - 2013.05.10 00:54:00 -
[20] - Quote
Variety is supposed to be done via specializations. So there really is nothing holding CCP back from making a new light frame specialization that gets two primaries at the cost of modules, like the Black Eagle suit (which is no longer black!) |
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Arramakaian Eka
Tronhadar Free Guard Minmatar Republic
475
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Posted - 2013.05.10 01:08:00 -
[21] - Quote
It is quite limiting, and makes us into one trick ponies - or at least one trick at any given time (spawn).
When we get cloaking devices only one equipment slot becomes even more painful and limiting. |
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NewOldMan
KILL-EM-QUICK RISE of LEGION
29
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Posted - 2013.05.10 01:34:00 -
[22] - Quote
Scouts give up the other equipment slots for more speed and high shield regen.
Logis give up speed for more slots.
Assaults are a middle ground. (1 equipment for a more tuned focus for combat)
Heavies are meaty tanks.
You have to live to your own little roles, You wouldnt be running so fast and be so undetectable with another equipment slot. (scan profile and all) |
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NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
276
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Posted - 2013.05.10 01:40:00 -
[23] - Quote
I think it would be cool if our speed was determined by how much our gear weighs instead of predetermined amounts... like Dark Souls. |
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General Tiberius1
ZionTCD Unclaimed.
637
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Posted - 2013.05.10 01:44:00 -
[24] - Quote
STFU, heavies get ZERO and we like it, no complaining, assault was SUPPOSED to be jack of all trades, logi=walking supply depot. heavy was SUPPOSED to be the death dealer, and scout was SUPPOSED to be the infiltrator and assasin |
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Delirium Inferno
Edoras Corporation
176
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Posted - 2013.05.10 01:47:00 -
[25] - Quote
NewOldMan wrote:Scouts give up the other equipment slots for more speed and high shield regen.
Logis give up speed for more slots.
Assaults are a middle ground. (1 equipment for a more tuned focus for combat)
Heavies are meaty tanks.
You have to live to your own little roles, You wouldnt be running so fast and be so undetectable with another equipment slot. (scan profile and all)
Also, where would you find the CPU and PG to fit it? Uplinks and Scanners are some of the more fitting intensive equipments you can use.
If i remember my stats correctly, a scanner and an uplink would take up 2/3's of a scout's PG. Let alone modules, weapon, and grenades. Well Iron Wolf Saber of the CPM was talking about modifying the specialized roles and in there was giving scouts 2 equipment pieces. Also note that all of the scouts CPU/PG would be devoted to essentially these two equipment slots. At least, that's how I played last build. Scouts don't need strong weapons or very many modules (they don't get many to begin with!) All they need is the two equipment slots, they're fast and undetectable enough as is and don't need much assistance from high/low slots there. |
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ARF 1049
xevenom
18
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Posted - 2013.05.10 02:04:00 -
[26] - Quote
in my eyes there are 6 types of freakin scout on this game!!!
flanker: a less common type carries drop uplink his own armor rep in low slot and uses shotgun and SMG or scrambler pistol goes around and slams into them while your team advances on your position closing the gap while the enemy is distracted
recon: goes through and spots enemies rarely ever used, carries shotgun or SMG's normally active scanner or droplinks doesn't actually fight just gets a spawn position and then watches for enemies while squad spawns in
blind spot rusher: does a form of flanking but shield tanks more often then not runs around into a blind spot and normally does a suicide run at the very last moment when the team is advancing to deal a crushing blow to the enemy while your team finishes them off at your expense.
sniper: umm... duh sniping carries nanohives and sniper rifle pre-patch used a type II scout
cost runner: tanks in a prototype suit with a powerful assault rifle normally stays near the squad and provides rushing, espionage, and sentinel support.
assassin: the rare knife runner kind of a lone wolf of sorts runs fast, fights hard, runs away faster, also uses shotgun and appears out of the sky and kills and disapears as fast as they could normally using a double backing technique
well that i my summary i have run all of them accept the cost runner but this is my summary so umm i think the specialty roles should have extra equipment slots... since there is so much SP cost for them >_> |
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NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
278
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Posted - 2013.05.10 02:22:00 -
[27] - Quote
ARF 1049 wrote:in my eyes there are 6 types of freakin scout on this game!!!
flanker: a less common type carries drop uplink his own armor rep in low slot and uses shotgun and SMG or scrambler pistol goes around and slams into them while your team advances on your position closing the gap while the enemy is distracted
recon: goes through and spots enemies rarely ever used, carries shotgun or SMG's normally active scanner or droplinks doesn't actually fight just gets a spawn position and then watches for enemies while squad spawns in
blind spot rusher: does a form of flanking but shield tanks more often then not runs around into a blind spot and normally does a suicide run at the very last moment when the team is advancing to deal a crushing blow to the enemy while your team finishes them off at your expense.
sniper: umm... duh sniping carries nanohives and sniper rifle pre-patch used a type II scout
cost runner: tanks in a prototype suit with a powerful assault rifle normally stays near the squad and provides rushing, espionage, and sentinel support.
assassin: the rare knife runner kind of a lone wolf of sorts runs fast, fights hard, runs away faster, also uses shotgun and appears out of the sky and kills and disapears as fast as they could normally using a double backing technique
well that i my summary i have run all of them accept the cost runner but this is my summary so umm i think the specialty roles should have extra equipment slots... since there is so much SP cost for them >_> You forgot the one who thinks he's an assault. |
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ARF 1049
xevenom
20
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Posted - 2013.05.10 03:13:00 -
[28] - Quote
NeoWraith Acedia wrote:ARF 1049 wrote:in my eyes there are 6 types of freakin scout on this game!!!
flanker: a less common type carries drop uplink his own armor rep in low slot and uses shotgun and SMG or scrambler pistol goes around and slams into them while your team advances on your position closing the gap while the enemy is distracted
recon: goes through and spots enemies rarely ever used, carries shotgun or SMG's normally active scanner or droplinks doesn't actually fight just gets a spawn position and then watches for enemies while squad spawns in
blind spot rusher: does a form of flanking but shield tanks more often then not runs around into a blind spot and normally does a suicide run at the very last moment when the team is advancing to deal a crushing blow to the enemy while your team finishes them off at your expense.
sniper: umm... duh sniping carries nanohives and sniper rifle pre-patch used a type II scout
cost runner: tanks in a prototype suit with a powerful assault rifle normally stays near the squad and provides rushing, espionage, and sentinel support.
assassin: the rare knife runner kind of a lone wolf of sorts runs fast, fights hard, runs away faster, also uses shotgun and appears out of the sky and kills and disapears as fast as they could normally using a double backing technique
well that i my summary i have run all of them accept the cost runner but this is my summary so umm i think the specialty roles should have extra equipment slots... since there is so much SP cost for them >_> You forgot the one who thinks he's an assault.
nope thats the cost runner :) some lest costly to run than others... making them less efficient |
![NeoWraith Acedia NeoWraith Acedia](https://forums.dust514.com/themes/ccpDust514/avatars/avatar_3_male_128.jpg)
NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
278
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Posted - 2013.05.10 03:15:00 -
[29] - Quote
ARF 1049 wrote:NeoWraith Acedia wrote:ARF 1049 wrote:in my eyes there are 6 types of freakin scout on this game!!!
flanker: a less common type carries drop uplink his own armor rep in low slot and uses shotgun and SMG or scrambler pistol goes around and slams into them while your team advances on your position closing the gap while the enemy is distracted
recon: goes through and spots enemies rarely ever used, carries shotgun or SMG's normally active scanner or droplinks doesn't actually fight just gets a spawn position and then watches for enemies while squad spawns in
blind spot rusher: does a form of flanking but shield tanks more often then not runs around into a blind spot and normally does a suicide run at the very last moment when the team is advancing to deal a crushing blow to the enemy while your team finishes them off at your expense.
sniper: umm... duh sniping carries nanohives and sniper rifle pre-patch used a type II scout
cost runner: tanks in a prototype suit with a powerful assault rifle normally stays near the squad and provides rushing, espionage, and sentinel support.
assassin: the rare knife runner kind of a lone wolf of sorts runs fast, fights hard, runs away faster, also uses shotgun and appears out of the sky and kills and disapears as fast as they could normally using a double backing technique
well that i my summary i have run all of them accept the cost runner but this is my summary so umm i think the specialty roles should have extra equipment slots... since there is so much SP cost for them >_> You forgot the one who thinks he's an assault. nope thats the cost runner :) some lest costly to run than others... making them less efficient Must have missed that one. |
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Sontie
Ill Omens EoN.
281
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Posted - 2013.05.10 11:40:00 -
[30] - Quote
I don't feel like a scout with my nerfed scan stats... I feel like a quick assault. There is no point for me to to do scout like things (find enemies, drop drop uplinks, lay ambushes), since I serve the team better as yet another AR.
It's SAD. |
|
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General John Ripper
ROGUE SPADES EoN.
148
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Posted - 2013.05.10 11:49:00 -
[31] - Quote
The point of being a scout is that it is a minimalist suit. Scouts are all about speed. When a skirmish game starts, scouts get most of the objectives easily. They can run and dodge fire easily. Since Items don't have weight in this game (with the exception of armor plates) then providing a limit for a minimalist suit is actually a good idea.
Scouts + shotguns = great combo. Scouts + sniper + the scouts natural minimalist fitting = makes them hard to spot on the map.
With that said, your lucky that your scout even has 1 equipment slot. I figure the only reason for that slot is to provide the ability to use drop uplinks and position them when skirmish matches start. While the AR guys are fighting, scouts can easily plant these uplinks in half the time it would take any other class and give their team an edge in battle. |
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Ten Wolves
D3LTA FORC3 Orion Empire
9
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Posted - 2013.05.10 11:50:00 -
[32] - Quote
Delta 749 wrote:Scouts travel light, you want more equipment slots then give up some speed
Enough said. |
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Surt gods end
Demon Ronin
86
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Posted - 2013.05.10 11:59:00 -
[33] - Quote
Cause that's all we need. we can go naked with nothing but shotgun and still get the job done. Cause that's who we are. We live off stealth and a women's desire. ![Cool](https://forums.dust514.com/Images/Emoticons/ccp_cool.png) |
![Ivan Avogadro Ivan Avogadro](https://forums.dust514.com/themes/ccpDust514/avatars/avatar_1_male_128.jpg)
Ivan Avogadro
Subdreddit Test Alliance Please Ignore
181
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Posted - 2013.05.10 12:57:00 -
[34] - Quote
Scouts should get two equipment slots because we have no two equip characters at all right now. With one equip, scouts are tiny assault suits. Seriously, people are doing theorycraft over how much speed you loose versus how much EHP you gain, by running Assault with Shotgun and Dampeners. Assault and Logi both have the CPU/PG, and slot layout to run stealth builds if they want to. On the other hand, Scouts can't effectively stack EHP to get back to Assault. So what is the Scout niche exactly?
A Scout can't take the job of a Sentinel, nothing can. They are already too niche, the only class with locked weapons. Check.
A Scout with two equips would be even LESS like an Assault than they are now. More jobs to do, more things that take the place of guns in their hands, less chance they go off to be the frontline hero. Check.
A 2 equip character wouldn't take over the job of a Logi, especially the scout with their lesser slot total and lesser HP total. But anyone who says Logis aren't taking over OTHER jobs right now is full of turd-doo-doo. Logis are blatantly OP right now. Giving a Scout a nanoinjector doesn't hurt Logis at all. In fact, letting someone besides the Logi run a nanoinjector helps keep the Logi from burning suits.
Having a character (any character at all) with two equip slots would be a boon to the team, might as well make it the guy who has a little identity crisis going on. Did you all forget scouts used to get 2 equip slots anyway only a week ago? Were they so OP then? |
![Ivan Avogadro Ivan Avogadro](https://forums.dust514.com/themes/ccpDust514/avatars/avatar_1_male_128.jpg)
Ivan Avogadro
Subdreddit Test Alliance Please Ignore
181
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Posted - 2013.05.10 13:02:00 -
[35] - Quote
And just to be clear on my position: The Light Frame should NOT get 2 equip slots. Light Frame Suits should be capped at 1 equip slot. Only the Scout Suit would get a second equipment slot. You need to spend SP to get that versatility. It would make actually speccing up that high a worthwhile change, beyond "nova knife damage". |
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Delirium Inferno
Edoras Corporation
182
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Posted - 2013.05.10 13:07:00 -
[36] - Quote
ARF 1049 wrote:in my eyes there are 6 types of freakin scout on this game!!!
flanker: a less common type carries drop uplink his own armor rep in low slot and uses shotgun and SMG or scrambler pistol goes around and slams into them while your team advances on your position closing the gap while the enemy is distracted
recon: goes through and spots enemies rarely ever used, carries shotgun or SMG's normally active scanner or droplinks doesn't actually fight just gets a spawn position and then watches for enemies while squad spawns in
blind spot rusher: does a form of flanking but shield tanks more often then not runs around into a blind spot and normally does a suicide run at the very last moment when the team is advancing to deal a crushing blow to the enemy while your team finishes them off at your expense.
sniper: umm... duh sniping carries nanohives and sniper rifle pre-patch used a type II scout
cost runner: tanks in a prototype suit with a powerful assault rifle normally stays near the squad and provides rushing, espionage, and sentinel support.
assassin: the rare knife runner kind of a lone wolf of sorts runs fast, fights hard, runs away faster, also uses shotgun and appears out of the sky and kills and disapears as fast as they could normally using a double backing technique
well that i my summary i have run all of them accept the cost runner but this is my summary so umm i think the specialty roles should have extra equipment slots... since there is so much SP cost for them >_> You see, this is the problem. People are using "light frame" and "scout" like they are one and the same. Scout is a specialization off of the light frame, they are different. Quite frankly a lot of these roles you mentioned aren't a scout.
So to make this point again, I am suggesting the SCOUT gets 2 equipment slots, not the light frame. And later on down the road they could add more specializations for the light frame that better fits that fast-assault player that most people in light frames use it for at the moment (because it's all the suit is fitted for at the moment). |
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Surt gods end
Demon Ronin
86
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Posted - 2013.05.10 13:19:00 -
[37] - Quote
ARF 1049 wrote:in my eyes there are 6 types of freakin scout on this game!!!
flanker: a less common type carries drop uplink his own armor rep in low slot and uses shotgun and SMG or scrambler pistol goes around and slams into them while your team advances on your position closing the gap while the enemy is distracted
recon: goes through and spots enemies rarely ever used, carries shotgun or SMG's normally active scanner or droplinks doesn't actually fight just gets a spawn position and then watches for enemies while squad spawns in
blind spot rusher: does a form of flanking but shield tanks more often then not runs around into a blind spot and normally does a suicide run at the very last moment when the team is advancing to deal a crushing blow to the enemy while your team finishes them off at your expense.
sniper: umm... duh sniping carries nanohives and sniper rifle pre-patch used a type II scout
cost runner: tanks in a prototype suit with a powerful assault rifle normally stays near the squad and provides rushing, espionage, and sentinel support.
assassin: the rare knife runner kind of a lone wolf of sorts runs fast, fights hard, runs away faster, also uses shotgun and appears out of the sky and kills and disapears as fast as they could normally using a double backing technique
well that i my summary i have run all of them accept the cost runner but this is my summary so umm i think the specialty roles should have extra equipment slots... since there is so much SP cost for them >_>
EH?!! YOU LEFT ME OUT?! ![Evil](https://forums.dust514.com/Images/Emoticons/ccp_evil.png) No worries, I'll fill it in..
"GHOST" Haunts the objectives. equipped with RE, shotty, and smg. Usually a lone wolf, and unsung hero. Every time a tear runs down a pretty girls cheek, is cause a scout has fallen in battle.
|
![Ivan Avogadro Ivan Avogadro](https://forums.dust514.com/themes/ccpDust514/avatars/avatar_1_male_128.jpg)
Ivan Avogadro
Subdreddit Test Alliance Please Ignore
181
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Posted - 2013.05.10 13:27:00 -
[38] - Quote
Surt gods end wrote:ARF 1049 wrote:in my eyes there are 6 types of freakin scout on this game!!!
flanker: a less common type carries drop uplink his own armor rep in low slot and uses shotgun and SMG or scrambler pistol goes around and slams into them while your team advances on your position closing the gap while the enemy is distracted
recon: goes through and spots enemies rarely ever used, carries shotgun or SMG's normally active scanner or droplinks doesn't actually fight just gets a spawn position and then watches for enemies while squad spawns in
blind spot rusher: does a form of flanking but shield tanks more often then not runs around into a blind spot and normally does a suicide run at the very last moment when the team is advancing to deal a crushing blow to the enemy while your team finishes them off at your expense.
sniper: umm... duh sniping carries nanohives and sniper rifle pre-patch used a type II scout
cost runner: tanks in a prototype suit with a powerful assault rifle normally stays near the squad and provides rushing, espionage, and sentinel support.
assassin: the rare knife runner kind of a lone wolf of sorts runs fast, fights hard, runs away faster, also uses shotgun and appears out of the sky and kills and disapears as fast as they could normally using a double backing technique
well that i my summary i have run all of them accept the cost runner but this is my summary so umm i think the specialty roles should have extra equipment slots... since there is so much SP cost for them >_> EH?!! YOU LEFT ME OUT?! ![Evil](https://forums.dust514.com/Images/Emoticons/ccp_evil.png) No worries, I'll fill it in.. "GHOST" Haunts the objectives. equipped with RE, shotty, and smg. Usually a lone wolf, and unsung hero. Every time a tear runs down a pretty girls cheek, is cause a scout has fallen in battle.
Would it hurt so bad to have an active scanner on that build? Or an uplink so that if someone kills you and gets a hack down you can respawn anyway? |
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Surt gods end
Demon Ronin
86
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Posted - 2013.05.10 13:48:00 -
[39] - Quote
Ivan Avogadro wrote:Surt gods end wrote:ARF 1049 wrote:in my eyes there are 6 types of freakin scout on this game!!!
flanker: a less common type carries drop uplink his own armor rep in low slot and uses shotgun and SMG or scrambler pistol goes around and slams into them while your team advances on your position closing the gap while the enemy is distracted
recon: goes through and spots enemies rarely ever used, carries shotgun or SMG's normally active scanner or droplinks doesn't actually fight just gets a spawn position and then watches for enemies while squad spawns in
blind spot rusher: does a form of flanking but shield tanks more often then not runs around into a blind spot and normally does a suicide run at the very last moment when the team is advancing to deal a crushing blow to the enemy while your team finishes them off at your expense.
sniper: umm... duh sniping carries nanohives and sniper rifle pre-patch used a type II scout
cost runner: tanks in a prototype suit with a powerful assault rifle normally stays near the squad and provides rushing, espionage, and sentinel support.
assassin: the rare knife runner kind of a lone wolf of sorts runs fast, fights hard, runs away faster, also uses shotgun and appears out of the sky and kills and disapears as fast as they could normally using a double backing technique
well that i my summary i have run all of them accept the cost runner but this is my summary so umm i think the specialty roles should have extra equipment slots... since there is so much SP cost for them >_> EH?!! YOU LEFT ME OUT?! ![Evil](https://forums.dust514.com/Images/Emoticons/ccp_evil.png) No worries, I'll fill it in.. "GHOST" Haunts the objectives. equipped with RE, shotty, and smg. Usually a lone wolf, and unsung hero. Every time a tear runs down a pretty girls cheek, is cause a scout has fallen in battle. Would it hurt so bad to have an active scanner on that build? Or an uplink so that if someone kills you and gets a hack down you can respawn anyway?
I hear you buddy. not enough slots for advance suit sadly. I have one on my proto tho. in the old build, I ran with RE, shotty, and drop uplinks. |
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Delirium Inferno
Edoras Corporation
184
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Posted - 2013.05.10 13:53:00 -
[40] - Quote
Question, why would a scout use an active scanner? Shouldn't the scouts passive scanner be good enough to pick up most other players naturally? Even since they nerfed the scout further to only give them only slot for a precision enhancer, their scan precision should still be better than everyone else's profile signature.
But of course there seems to be something wonky with the passive scanning not working right now. Also I know that everyone scanned with an active scanner gets placed on the teammate's radars as well, is this the same for passive scanning? |
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Hecarim Van Hohen
The Tritan Industries RISE of LEGION
27
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Posted - 2013.05.10 13:54:00 -
[41] - Quote
Because my adv Amarr logi can carry two equipments. |
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Delirium Inferno
Edoras Corporation
184
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Posted - 2013.05.10 14:05:00 -
[42] - Quote
Hecarim Van Hohen wrote:Because my adv Amarr logi can carry two equipments. Yet gets a ton of mod slots and CPU/PG, scouts would not. We'd basically be limited to our two gadgets and put sacrifices on our weapons and ehp. |
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Hecarim Van Hohen
The Tritan Industries RISE of LEGION
27
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Posted - 2013.05.10 14:14:00 -
[43] - Quote
My slots are 3 high and 3 low 2 equipments and a light weapon (Exile AR) CPU: 275 (might be wrong here) PG: 55 |
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Ivan Avogadro
Subdreddit Test Alliance Please Ignore
181
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Posted - 2013.05.10 14:14:00 -
[44] - Quote
Hecarim Van Hohen wrote:Because my adv Amarr logi can carry two equipments.
QQ more. Logis are OP, you even get a sidearm and will go proto eventually.
Besides, how does a Scout with a nanoinjector hurt you? Most logis I know beg for someone else to run a needle to help THEM out when they die, but nobody will becasue with one equipment all scouts and assaults need their for something else.
How does a scout with an uplink hurt you? You can still put yours down and the whole team has better options.
How does a scout with a repping hive hurt you? Now he doesnt have to run back from the middle of nowhere to your position and beg for reps or ammo, you can stay on the heavy.
How does a scout with an active scanner hurt you? You will see ahead of time people coming at you, the scanner gets no WPs anyway, and you get all the benefit of intel without lowering your gun.
How does a scout with a rep gun hurt you? Oh wait, a scout would never run a rep gun because it's insane. So you get to keep your main bread and butter job all to yourself and soak up the triage points.
Oh, and like I said before, Scouts HAD 2 equip in Chromosome, this 1 equip thing is a brand new nerf with Uprising. It makes no sense because Scouts are worse at their jobs now while Logis are so OP people spec into it to be Assaults.
For the Active Scanning question above: current state of Profile Analysis is so short range and weak that a scout build cant actually see much better than any other class. The Active Scanner is miles better than passive scanning right now, and catches loads more people than a scout could on their own. In order to actually BE far forward intel you pretty much have to equip the scanner, or get within 30m of the enemy and risk being seen. |
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Delirium Inferno
Edoras Corporation
184
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Posted - 2013.05.10 14:22:00 -
[45] - Quote
If people are concerned about scout assuming the roles of logis, they could always make the CPU/PG even lower and give them reductions for infiltrator equipment (scanner, uplink, stealth, maybe remote explosives) so that if they try to equip something that you deem outside of their field of expertise they wouldn't have room to use the second equipment slot anyways. Though honestly with the current state of the scouts and their low armor/shields and pg/cpu I have no clue why the god logis would be afraid of us taking their spot with just 2 equipment. |
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Hecarim Van Hohen
The Tritan Industries RISE of LEGION
27
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Posted - 2013.05.10 14:27:00 -
[46] - Quote
Ivan Avogadro wrote:[quote=Hecarim Van Hohen]Because my adv Amarr logi can carry two equipments.
QQ more. Logis are OP, you even get a sidearm and will go proto eventually.
Besides, how does a Scout with a nanoinjector hurt you? Most logis I know beg for someone else to run a needle to help THEM out when they die, but nobody will becasue with one equipment all scouts and assaults need their for something else.
How does a scout with an uplink hurt you? You can still put yours down and the whole team has better options.
How does a scout with a repping hive hurt you? Now he doesnt have to run back from the middle of nowhere to your position and beg for reps or ammo, you can stay on the heavy.
How does a scout with an active scanner hurt you? You will see ahead of time people coming at you, the scanner gets no WPs anyway, and you get all the benefit of intel without lowering your gun.
How does a scout with a rep gun hurt you? Oh wait, a scout would never run a rep gun because it's insane. So you get to keep your main bread and butter job all to yourself and soak up the triage points.
Oh, and like I said before, Scouts HAD 2 equip in Chromosome, this 1 equip thing is a brand new nerf with Uprising. It makes no sense because Scouts are worse at their jobs now while Logis are so OP people spec into it to be Assaults.
For the Active Scanning question above: current state of Profile Analysis is so short range and weak that a scout build cant actually see much better than any other class. The Active Scanner is miles better than passive scanning right now, and catches loads more people than a scout could on their own. In order to actually BE far forward intel you pretty much have to equip the scanner, or get within 30m of the enemy and risk being seen.
If my sentence sounds like QQ I apologize since that was not my intention, I tried to say that a suit dedicated to support should be better at it than a scout.
None of those actions hurt me but undermine my purpose on the battlefield, why would I run around with my logi if I could do this faster with a scout?
I ran a needle but turned out it was kinda broken and very few stay around for me to get a rep on them.
And lastly, on my proto suit I get a sidearm slot and 1 equipment slot with 20 more PG and 117 CPU so it's nothing groundbreaking as equipments are kinda costly to fit.
|
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Delirium Inferno
Edoras Corporation
185
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Posted - 2013.05.10 14:32:00 -
[47] - Quote
Hecarim Van Hohen wrote: None of those actions hurt me but undermine my purpose on the battlefield, why would I run around with my logi if I could do this faster with a scout?
Because the scout would only get 2 of these slots instead of 4, less high/low slots, and if the scout chose to put something in each equipment slot their low CPU/PG would force them to put severe sacrifices on their weapon and mods to help their low armor/shields.
A logi would still be miles ahead in terms of providing equipment services to the team, the scout would merely have the ability to actually do something meaningful once they infiltrated an enemy base. |
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Hecarim Van Hohen
The Tritan Industries RISE of LEGION
27
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Posted - 2013.05.10 14:33:00 -
[48] - Quote
Proto logi on Amarr line get max 3 equipments, we trade equipment for the sidearm. |
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Delirium Inferno
Edoras Corporation
186
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Posted - 2013.05.10 14:53:00 -
[49] - Quote
Hecarim Van Hohen wrote:Proto logi on Amarr line get max 3 equipments, we trade equipment for the sidearm. You still get the much greater armor/shield and cpu/pg. Scout wouldn't be able to provide the same style of frontline service you do. |
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Hecarim Van Hohen
The Tritan Industries RISE of LEGION
27
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Posted - 2013.05.10 15:06:00 -
[50] - Quote
Base is 120 shield with 180 armor so we are more durable supporters but as a scout you could just dart in and dart out and voila, you did my job, but agreed, you opened my eyes to a possibility of scout with two equ slots. |
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Crash Monster
Snipers Anonymous
231
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Posted - 2013.05.10 15:23:00 -
[51] - Quote
The job of the scout is not to be seen... and hence not to get shot at. You don't need a whole lot of **** weighing you down to do that.
When you are seen and someone approaches you generally need to run. You don't need a whole lot of **** weighing you down to do this either. |
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Ivan Avogadro
Subdreddit Test Alliance Please Ignore
182
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Posted - 2013.05.10 16:42:00 -
[52] - Quote
Crash Monster wrote:The job of the scout is not to be seen... and hence not to get shot at. You don't need a whole lot of **** weighing you down to do that.
When you are seen and someone approaches you generally need to run. You don't need a whole lot of **** weighing you down to do this either.
What is a scout doing in the background, unseen, without any tools? Legitimate question. Answer me exactly what a scout is supposed to do besides assassinations. Right now, we are tiny fast assault suits. The thing that separates us from assault suits is lower EHP, lower CPU/PG, and higher speed/stealth.
Having more equipment, not even alot more, just 1 extra piece, gives up a ton more versatility and job security.
Tell me what builds I should run with 1 equip slot that isn't just "sideways assault"
In the meantime, I will tell you what I can do with 2 slots that is NOT stealing a Logi job and will outshine the Assault without being a frontline grunt.
* Active Scanner + Uplink = knowing where to put spawn points that are completely clean * Active Scanner + Cloak (SoonTM) = king of recon, getting red dots on blue minimaps * Active Scanner + Remote Explosives = Trap king, know where to lay them and when to blow them * Uplink + Uplink = Mass spawning, most choices for the team, most versatile coordination * Nanohive + Remote Explosives = Lay trap and conceal with hive. Enemies who blow the hive kill themselves. You can also lay massive amount of explosives by being stocked. * Uplink + Remote Explosives = same trap, but also offers something for your team. If blues lose the foothold you still get one last kill. * Active Scanner + Healing Nanohive = backline assassin, know where the enemy is, when to leave, and always have ammo so you dont need to find logi or supply depot when the shotgun is empty * Nanoinjector + Anything else = two scouts can run together and keep each other alive
The point being, the active scanner by itself is great, but doesnt actually offer any extra utility other than knowing where to be an assassin. While if I had another piece of equipment, I could tailor my build to hacking, spawn uplink laying, bomb laying, etc... and be much better at it.
An Assault can equip Active Scanner, or Uplink, or Nanohives, and it's all going to be in favor of pushing the frontline. Scouts need utility to access new jobs. Being half able to pull off a combo isn't good enough. And we aren't asking for the ability to pull off many combos like Logis. Just one. Most of them stealthy.
Personally, I would give up my sidearm for an equipment slot, but I dont speak for all scouts. I do know that I feel like a tiny assault and nothing more right now. So I will continue to be just a shotgun assassin and offer nothing else to my team, because I dont have the utility that I did a week ago. |
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Crash Monster
Snipers Anonymous
233
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Posted - 2013.05.10 18:00:00 -
[53] - Quote
Ivan Avogadro wrote: Personally, I would give up my sidearm for an equipment slot, but I dont speak for all scouts. I do know that I feel like a tiny assault and nothing more right now. So I will continue to be just a shotgun assassin and offer nothing else to my team, because I dont have the utility that I did a week ago.
In the last build the advanced level scout suits offered exactly that option via two different variants.
I don't know if the current suits are organized exactly the same way -- but if I'm not mistaken I believe I looked to make sure that scouts would be able to have two slots somewhere down the road before I went for scout/sniper again.
EDIT:
However, at the moment, I have one slot -- which I use for ammo. Using a scope I can find where the enemies are pretty quickly and once they are spotted I can look for a good choke point (in combo with an appropriate place to locate) where it gets easier to pick them off even at a great distance.
Bonus points for covering a choke point, one or more objectives input screens and a not too far away stretch of real estate where battles take place when the enemy is working towards an objective near your own red line. |
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Ivan Avogadro
Subdreddit Test Alliance Please Ignore
185
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Posted - 2013.05.10 19:36:00 -
[54] - Quote
Crash Monster wrote:Ivan Avogadro wrote: Personally, I would give up my sidearm for an equipment slot, but I dont speak for all scouts. I do know that I feel like a tiny assault and nothing more right now. So I will continue to be just a shotgun assassin and offer nothing else to my team, because I dont have the utility that I did a week ago.
In the last build the advanced level scout suits offered exactly that option via two different variants. I don't know if the current suits are organized exactly the same way -- but if I'm not mistaken I believe I looked to make sure that scouts would be able to have two slots somewhere down the road before I went for scout/sniper again. EDIT: However, at the moment, I have one slot -- which I use for ammo. Using a scope I can find where the enemies are pretty quickly and once they are spotted I can look for a good choke point (in combo with an appropriate place to locate) where it gets easier to pick them off even at a great distance. Bonus points for covering a choke point, one or more objectives input screens and a not too far away stretch of real estate where battles take place when the enemy is working towards an objective near your own red line.
Sniper is a gun, not a dropsuit. Scout suits are no more effective at sniping than Assaults or Logistics or even Heavy. The gun does all the work. The Scout suit only offers mobility to get to sniper perches, but Assaults offer shields to resist countersniping, and Logi can put down an uplink plus hive to keep coming back strong.
It would be like if I were complaining that the Shotgun build needed a second equip slot. They dont, because Shotty Assaults are fine as is. Scouts, no matter what gun they run, could use more of a niche job and 2nd equip is all that they need. |
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Crash Monster
Snipers Anonymous
233
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Posted - 2013.05.10 19:50:00 -
[55] - Quote
Ivan Avogadro wrote: Sniper is a gun, not a dropsuit. Scout suits are no more effective at sniping than Assaults or Logistics or even Heavy. The gun does all the work. The Scout suit only offers mobility to get to sniper perches, but Assaults offer shields to resist countersniping, and Logi can put down an uplink plus hive to keep coming back strong.
It would be like if I were complaining that the Shotgun build needed a second equip slot. They dont, because Shotty Assaults are fine as is. Scouts, no matter what gun they run, could use more of a niche job and 2nd equip is all that they need.
Well, thanks for that nugget skippy.
I don't feel a scout needs an extra slot... plain and simple. If you want one you have to spend the time to upgrade your gear and get one.
Sounds great. Gives you something to work toward instead of instant gratification. |
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Ivan Avogadro
Subdreddit Test Alliance Please Ignore
185
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Posted - 2013.05.11 05:04:00 -
[56] - Quote
Crash Monster wrote: Well, thanks for that nugget skippy.
I don't feel a scout needs an extra slot... plain and simple. If you want one you have to spend the time to upgrade your gear and get one.
Sounds great. Gives you something to work toward instead of instant gratification.
Gee whiz, mister! what great advice! "upgrade my gear" That must mean if I try really really hard, I can equip a forge gun on my scout suit, right? Because all I need is "an upgrade". Which skill do I take to Lvl 5 for an extra equip slot? Oh wait, no, the fact is that only the Logistics class suit gets anything more than 1 equip slot at all, ever, in any race even at proto. "Trying harder" or "wishes and fairy dust" wont change that fact.
So your argument is " be a logi". Well turns out that's what the assault players are doing. They are going Logi for the extra CPU/PG and equip, and tanking. Maybe if the scouts do it to you will finally change your tune, as the game is filled with 90% logi suits and people like you who just want to redline snipe so suit choice doesnt actually matter.
I guess everyone in the game should just be CCP endorsed cookie cutter builds except for the one class that actually has a niche.
If asking for more options than one build type is "instant gratification" I am thinking too small. CCP could just give me a 10:1 KDR without me asking for tools to play the game in a more fun more strategic way. But I guess I should just shut up and figure out how to have fun being exactly the same as an easier to kill Assault, without any added class features. |
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0-1
Gods Of Moon
1
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Posted - 2013.05.23 17:01:00 -
[57] - Quote
DJINN Marauder wrote:They should have left them with 2 equipment :(
I agree. with the new update my entire play style's been hampered . scout mk-II had 2 equipment slots. so with the new update im forced to go logistics which wasn't an issue for me. but only 1 proto lvl 5 (Amarr) can even carry a sidearm with more than 1 equipment slot and its the absolute slowest with shittiest cp/pg upgrades. its like so broken for me now. if i want a pistol i need to sacrifice equipment. just make any suit with a pistol and more than equipment i could give a **** less what else it has and ill pay at least 20,000 aurum for it. I cant find myself content with any of the current suits builds it blows. |
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Sloth9230
Reaper Galactic ROFL BROS
1459
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Posted - 2013.05.23 17:07:00 -
[58] - Quote
https://www.youtube.com/watch?v=grEnGDUb9lI
Remember back when scout suits where designed to revive teamates and drop up-links?
Scouts by their nature are mostly solo players, it makes very little sense to not give them more than one equipment slot. |
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0-1
Gods Of Moon
1
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Posted - 2013.05.23 17:17:00 -
[59] - Quote
Sloth9230 wrote:https://www.youtube.com/watch?v=grEnGDUb9lI
Remember back when scout suits where designed to revive teamates and drop up-links?
Scouts by their nature are mostly solo players, it makes very little sense to not give them more than one equipment slot.
The good ol' days. now its like every role CAN sit in a logi suit comfortably. but now ALL roles need a logi suit. |
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Ignoble Son
3dge of D4rkness SoulWing Alliance
253
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Posted - 2013.05.23 17:32:00 -
[60] - Quote
Delirium Inferno wrote:Maybe there is some reason I'm missing, but it just doesn't seem very scout-like to only carry one piece of equipment around with you. Right now they are more hit-and-run assassins than scouts.
Ahh, the reason you are missing: because it makes good logical sence, and for some reason CCP cannot cope with that kind of thinking. |
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