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Vell0cet
Royal Uhlans Amarr Empire
7
|
Posted - 2013.06.17 21:33:00 -
[1] - Quote
Plan for giving the Scout Suit a purpose:
The scout suit is broken. It doesn't hold up well against the Assault or the Heavy. If we think of suits like ships in EVE, the frig is still a powerful weapon despite being the smallest class, and EVE generally does a great job of balancing the lighter ships with the heavier ones. Scout suits aren't like frigates in EVE they're like really *hitty cruisers. One of the biggest problem is that signature profiles are fairly meaningless right now. The suits are WAY too close together in their values, it doesn't feel like the frig, cruiser, battleship progression at all. Scouts should have thier sigs reduced by 10 or 15 points. Assaults should be increased by 10 points or so, logistics should be boosted by 20 points, with heavies being boosted by 30 points. Free LAV's should have thier sig profiles boosted by 100 points also (a separate issue, but for *ucks sakes they are sneakier than scouts sometimes--ridiculous).
This should also apply to sig detection. Scouts should be excellent at detecting everything but other scouts. If scouts want to find another scout that should be trickier, require skill points and possibly sig resolution modules. Assaults should be pretty good, followed by Logi, and lastly the Heavies should be bad at this without modules and skills (or teammates lighting things up for them--teamwork is important). Note I'm not talking about actual stealth, just the signature profile mechanics. Lighting up a previously undetected target and having that person kill the target should give a +10WP "profile detection assist."
Next we need new modules to really shake combat up, give Dust 514 more personality, and excitement and greatly expand the role for light suits.
1. Asension cables and magnetic boots. This should be a module that can be equipped and allow the scout to scale tall surfaces. You point and fire your grappling pin at the top edge of a building or surface and you will be winched up to the top (this would be roughly the speed of climbing a ladder). While winching up you can still fire, although your sig profile will increase a bit (20% maybe). Additionally, you can fire your cable into the ceiling, underside of a platform or the side of a building (not near the top edge) and you will be winched up to that location and then your boots will anchor to that point on the structure. So you can stand upsidedown or sideways on the side of a structure. When anchored, you cannot move, but can release the anchor and fall back down. This mechanism will really bring the 3D nature of the game to life, create lot of opportunities for creative players to get some interesting kills, and bring the game to life instead of it feeling so flat. This could also provide a cool mechanism for when Dust gets expanded to underwater, gas, lava planets etc. Especially if gravity becomes altered on these worlds based on the diameter of the planet. Because of the power needed to winch the suit, the powergrid requirements would be based on the size of the suit: i.e. easy for scouts to fit, doable with some compromises for assault/logi, and really hard for heavy without excellent skills and a gimped fit.
2. Jetpacks. Players can equip jetpacks which allow for bursts of flight (maybe around 10-30 seconds) with a significant cooldown. You can fight while airborn and manuver in all 3 dimensions (not just hover). Your sig profile will go through the roof though when using it (like a Micro Warp Drive in EVE) and you'll be vunerable to being locked and killed by swarm launchers when you're in the air and your pack is activated (and possibly a few seconds after it deactivates as it cools down). Again, this adds a lot to the game in terms of creating a 3D battlefield, gives tactical dimesion to gameplay and really opens things up for creative, sandbox gameplay. It would also help differentiate Dust 514 from it's competitors and bring the sci-fi element to life (instead of being like WW2 in space). Like with the asension cables, this module would be designed to be for the scout suit, although it might be possible to fit on an assault suit with significant compromises and excellent skills; heavies shouldn't be able to equip these.
3. Nano Jump Drive. The nano jump drive allows teleportation to a location within LOS over very short distances (5 meters or so) for scouts on a significant cooldown. This facillitates "backstabs" for a close-quarter-combat scout and facilitates survivability for their paper-thin suits in a fun and interesting way that allows for creative gameplay. An alternative option would be to be able to teleport through walls, with the added risk that if you don't get your distance right, you'll end up IN the wall ...and dead. I'm not sure if that would make things better or worse. Because this module involves moving mass through spacetime, it can only be fitted onto a small suit as the added mass of the medium and heavy suits makes nano jumping impossible.
4. Stealth. CCP has already said they were planning this so no-need to get into it here. Needless to say this will be cool.
All of these modules would have significant cooldowns, and the ideal mechanism to regulate cooldowns would be adding a capacitor to all suits. Firing any of these modules will drain the capactitor, and it will take time for the capacitor to re-fill itself. This allows for yet another device: the AOE neutralizer which will nuke out someone's cap within a spere of x meters, deactivating their ability to fire their Nano Jump Drive for example. This would allow natural counters to these powerful modules, without having to gimp their usefulness. Again adding dimension and interest to gameplay. Maybe there could be a long-range directed neut fitted to LAVs, HAVs and Dropships that would be good counters to jetpacks (someone caps you out mid-flight and your pack cuts out and you take a dive--hopefully not into a crowd of enemies).
(Continued Below) |
Vell0cet
Royal Uhlans Amarr Empire
7
|
Posted - 2013.06.17 21:33:00 -
[2] - Quote
I'm not sure which slots these modules belong, and they should be fairly pricy to keep things in balance (maybe with multiple tiers i.e. std, adv, pro with expanded capabilities). I'm curious to hear what everyone else thinks. |
Mobius Wyvern
BetaMax. CRONOS.
1978
|
Posted - 2013.06.17 22:54:00 -
[3] - Quote
The issue is that you're trying to say that the Scout should be able to go up against combat focused suits, which it shouldn't.
There will be combat focused Light Suits, but the Scout is built as a sneaking suit, not to go toe-to-toe with frontline combat suits.
If you look at all the test suits that were on Buckingham before they made the server switch, there were at least 3-4 that were described as Light suits. That leaves plenty of room for a Light Assault suit, if you will. |
Vell0cet
Royal Uhlans Amarr Empire
7
|
Posted - 2013.06.17 23:00:00 -
[4] - Quote
Mobius Wyvern wrote:...you're trying to say that the Scout should be able to go up against combat focused suits...
That's not it at all. In a head-to-head the scout should not be successful, but they should be able to defeat medium & heavy suits in ways that create tactical advantages and not brute-force. The scout wins via surprise attacking from an unexpected angle, or through a tactical advantage, not through having the dps/tanking capabilities of assault and heavy suits.
What I'm really saying is there should be VARIETY and complexity to the gameplay, in a way that makes scouts fun and cool to play but not overpowered. |
Mobius Wyvern
BetaMax. CRONOS.
1978
|
Posted - 2013.06.17 23:03:00 -
[5] - Quote
Vell0cet wrote:Mobius Wyvern wrote:...you're trying to say that the Scout should be able to go up against combat focused suits... That's not it at all. In a head-to-head the scout should not be successful, but they should be able to defeat medium & heavy suits in ways that create tactical advantages and not brute-force. The scout wins via surprise attacking from an unexpected angle, or through a tactical advantage, not through having the dps/tanking capabilities of assault and heavy suits. What I'm really saying is there should be VARIETY and complexity to the gameplay, in a way that makes scouts fun and cool to play but not overpowered. I can guarantee you that cloaks will help that immensely. |
Vell0cet
Royal Uhlans Amarr Empire
7
|
Posted - 2013.06.17 23:08:00 -
[6] - Quote
Mobius Wyvern wrote:I can guarantee you that cloaks will help that immensely. I agree, but the stealth unit is still fundamentally a 2D module. The other suggestions open things up to a more 3D battlefield, and for combat to occur on ceilings or jet-packing over a choke point and dropping an uplink. There are thousands of ways they could be used to fun effect and help separate DUST from other games out there. |
Shotty GoBang
Pro Hic Immortalis
68
|
Posted - 2013.06.18 13:29:00 -
[7] - Quote
https://forums.dust514.com/default.aspx?g=posts&m=923841#post923841
Love the idea of scout-centric equipment (similar thread above), but I disagree with the notion that gadgetry will solve the scout problem. A scout should not be required to specialize in a subset of equipment to be a scout. Differentiating the suit from "baby assault" through innate improvement would offer a more direct means of attaining balance and role.
- Shotty GoBang
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FatalFlaw V1
ISK Faucet Industries
100
|
Posted - 2013.06.18 14:08:00 -
[8] - Quote
The scout suit was made useless almost a year ago when the speed got nerfed. You can't have suits with real specializations and then cry that scouts are too fast to hit and heavy suits have too much armor. You now have COD's redheaded stepchild of a game.
Oh and don't fool yourself into thinking a couple crap modules will suddenly make the scout worthwhile again. They need a full rollback to the old gameplay including strafe speed and every single suit having the ability to tank. Yeah..scouts used to be able to tank with speed and very quick shield recharge delay. |
Gaelon Thrace
DUST University Ivy League
6
|
Posted - 2013.06.18 14:21:00 -
[9] - Quote
Vell0cet wrote: 2. Jetpacks. Players can equip jetpacks which allow for bursts of flight (maybe around 10-30 seconds) with a significant cooldown. You can fight while airborn and manuver in all 3 dimensions (i.e. you're not limited to only hovering at a fixed altitude). Your sig profile will go through the roof though when using it (like a Micro Warp Drive in EVE) and you'll be vunerable to being locked and killed by swarm launchers when you're in the air with your pack activated (and possibly a few seconds after it deactivates as it cools down). Again, this adds a lot to the game in terms of creating a 3D battlefield, gives tactical dimesion to gameplay and really opens things up for creative, sandbox gameplay. It would also help differentiate Dust 514 from it's competitors and bring the sci-fi element to life (instead of being like WW2 in space). Like with the asension cables, this module would be designed to be for the scout suit, although it might be possible to fit on an assault suit with significant compromises and excellent skills; heavies shouldn't be able to equip these.
No. I'm in favor of short burst jump packs for quickly traversing hard to reach places, but no jet packs. The ability to grab ledges and pull yourself up would also be nice. I am suppose to be some kind of augmented super-soldier with a technologically advanced suit that further enhances my strength after all. |
Vell0cet
Royal Uhlans Amarr Empire
7
|
Posted - 2013.06.18 17:07:00 -
[10] - Quote
FatalFlaw V1 wrote:The scout suit was made useless almost a year ago when the speed got nerfed. You can't have suits with real specializations and then cry that scouts are too fast to hit and heavy suits have too much armor. You now have COD's redheaded stepchild of a game.
Oh and don't fool yourself into thinking a couple crap modules will suddenly make the scout worthwhile again. They need a full rollback to the old gameplay including strafe speed and every single suit having the ability to tank. Yeah..scouts used to be able to tank with speed and very quick shield recharge delay. You make some good points about speed tanking. I wasn't playing the beta that early so I can't comment on how it was. I wonder if the relatively laggy network code from the very early days combined with server-side hit detection really did make the scout suit overpowered back then? I wasn't there so it's just a hunch. Now that the lag has likely improved and if they implement client-side hit detection (with a check on the server to make sure it's close), boosting the speed back might be less of a concern?
I also think having stasis webifier modules available to counter speed tanking might be a necessary prerequisite to returning the speed to it's former levels. I'm not sure if it would make sense to deploy the webber as an AOE sphere that slows enemies down in a 10m radius, a deployable module (like proxy mines) that create a stasis field on the ground, something you aim and lock onto someone, or something else.
This does sound like an interesting idea though.
I am genuinely curious why you think the modules I suggested would be "crap." In my mind, they seem fun and exciting, but obviously not many others are agreeing with that sentiment. |
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Vell0cet
Royal Uhlans Amarr Empire
7
|
Posted - 2013.06.18 17:13:00 -
[11] - Quote
Gaelon Thrace wrote:No. I'm in favor of short burst jump packs for quickly traversing hard to reach places, but no jet packs. So what specifically do you dislike about the jetpack? Are you concerned it will be overpowered? too prevalent? |
Mobius Kaethis
Molon Labe. League of Infamy
378
|
Posted - 2013.06.18 17:25:00 -
[12] - Quote
Vell0cet wrote:FatalFlaw V1 wrote:The scout suit was made useless almost a year ago when the speed got nerfed. You can't have suits with real specializations and then cry that scouts are too fast to hit and heavy suits have too much armor. You now have COD's redheaded stepchild of a game.
Oh and don't fool yourself into thinking a couple crap modules will suddenly make the scout worthwhile again. They need a full rollback to the old gameplay including strafe speed and every single suit having the ability to tank. Yeah..scouts used to be able to tank with speed and very quick shield recharge delay. You make some good points about speed tanking. I wasn't playing the beta that early so I can't comment on how it was. I wonder if the relatively laggy network code from the very early days combined with server-side hit detection really did make the scout suit unintentionally overpowered back then? Perhaps nerfing the scout's speed was a dirty/temporary hack to balance the game while CCP was trying to optimize everything and balance it? I wasn't there so it's just a hunch. Now that the lag has likely improved and if they implement client-side hit detection (with a check on the server to make sure it's close), boosting the speed back might be less of a concern? I also think having stasis webifier modules available to counter speed tanking might be a necessary prerequisite to returning the speed to it's former levels. I'm not sure if it would make sense to deploy the webber as an AOE sphere that slows enemies down in a 10m radius, a deployable module (like proxy mines) that create a stasis field on the ground, something you aim and lock onto someone, or something else. This does sound like an interesting idea though. I am genuinely curious why you think the modules I suggested would be "crap." In my mind, they seem fun and exciting, but obviously not many others are agreeing with that sentiment.
Scouts weren't just hard to hit in the E3 build. They were impossible to hit. They could actually strafe around in HMG fire and take no damage. Yes, this had a lot to do with hit detection, which has improved but is not great yet.
I could see a small boost to scouts strafe speed as a reasonable solution to the scout usefulness issue, but this would have to be done very carefully and not with the typical nerf/boost hammer approach that we have seen so many times. The way the TAR was handled recently is the perfect example of how a boost to strafe speed on scout suits would have to be handled. Give them a tiny boost, look at the change, and tweak away with tiny improvements until it is just right.
As far as your ideas for modules are concerned I think the main reason you're hearing so much opposition from so many of us is that there are just too many ways to abuse said modules. Currently getting into a hard to reach spot requires team work and a drop ship. Adding in a grappeling hook &/or a jet pack would take away that team play requirement thus making them too powerful.
The grappling hook idea seems particularly OP since scouts would just hide above doors in little rooms and use breach shotguns with stacked damage mods to wreck any and all who entered. Since our explosive weapons don't have a large enough blast radius to kill someone on a ceiling (if they are shot into the room from outside of it) there would be no way of dislodging the scout, thus making that pathway unusable. <-- In our current maps 3 scouts could lock down a control point in a building indefinitely.
Its great that you're trying to think of ways to add a more vertical element to the game but we have been talking about both of these ideas for quite a while here (see other posts) and have yet to come up with a way to make them fun/useable/not incredibly over powered. |
Gaelon Thrace
DUST University Ivy League
8
|
Posted - 2013.06.19 06:53:00 -
[13] - Quote
Vell0cet wrote: So what specifically do you dislike about the jetpack? Are you concerned it will be overpowered? too prevalent?
Essentially jump packs would open up opportunities for tactical maneuvering with sudden bursts of speed such as quickly retreating from a dangerous situation or jumping to hard to reach places. One could argue that jetpacks would do the same, but I think they would necessarily be slower because you would have to be able to control your trajectory in-flight while with jump packs you just point and jump. I also don't think an extra 7-27 seconds of flight as an infantry unit is necessary or even all that helpful. It's just more time before you can get back behind cover and someone can shoot you down. That's another concern I have about jetpacks: people using them because they can and not because they should. Honestly I just don't like the aesthetic of a bunch of idiots hovering around over the battlefield making themselves easy targets.
tl;dr Jump packs = Useful Jet packs = Novelty
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Protected Void
One-Armed Bandits
33
|
Posted - 2013.06.19 08:23:00 -
[14] - Quote
+1 for jump packs - or as an alternative, a skill that can be trained to increase jump height a little. Not a lot, but enough that one would be able to clear those ledges and platforms that are currently just a bit too high up.
Also, *slightly* increased strafe speed for scouts, *slightly* better backpedalling speed, *slightly* lower fall damage and possibly other *slight* improvements to mobility skills.
And definitely, definitely a decent improvement to scanning related base values. Having the same scan range as all the other suits is so counter-intuitive. At the very least, up the base scan range on the Gallente scout suit, since it's description and slot configuration suggests it's supposed to fill a recon/spy role. |
Vell0cet
Royal Uhlans Amarr Empire
9
|
Posted - 2013.06.19 14:01:00 -
[15] - Quote
Mobius Kaethis wrote:Scouts weren't just hard to hit in the E3 build. They were impossible to hit. They could actually strafe around in HMG fire and take no damage. Yes, this had a lot to do with hit detection, which has improved but is not great yet.
I could see a small boost to scouts strafe speed as a reasonable solution to the scout usefulness issue, but this would have to be done very carefully and not with the typical nerf/boost hammer approach that we have seen so many times. The way the TAR was handled recently is the perfect example of how a boost to strafe speed on scout suits would have to be handled. Give them a tiny boost, look at the change, and tweak away with tiny improvements until it is just right.
As far as your ideas for modules are concerned I think the main reason you're hearing so much opposition from so many of us is that there are just too many ways to abuse said modules. Currently getting into a hard to reach spot requires team work and a drop ship. Adding in a grappeling hook &/or a jet pack would take away that team play requirement thus making them too powerful.
The grappling hook idea seems particularly OP since scouts would just hide above doors in little rooms and use breach shotguns with stacked damage mods to wreck any and all who entered. Since our explosive weapons don't have a large enough blast radius to kill someone on a ceiling (if they are shot into the room from outside of it) there would be no way of dislodging the scout, thus making that pathway unusable. <-- In our current maps 3 scouts could lock down a control point in a building indefinitely.
Its great that you're trying to think of ways to add a more vertical element to the game but we have been talking about both of these ideas for quite a while here (see other posts) and have yet to come up with a way to make them fun/useable/not incredibly over powered.
I agree that they need to be careful in how they balance speed increases, and also agree the process CCP used to balanced the TAC worked very well.
Regarding the teamwork angle, if the dropship is the only thing that have access to the Z-axis, then you're going to see gameplay remain fairly 2D. I think dropships are important and shouldn't be minimized, but they really shouldn't be the only means to access hard to reach places. They're flying busses, ideal for transporting groups of players from nowhere to somewhere important very quickly. I don't think the grappling pin and magnetic boots would remove this, and also there are locations you could access with a grapple that would be impossible to get to via dropship. I agree that teamwork is important, but sometimes teamwork involves a single sniper getting into a great spot and guarding an objective while relaying info to the team.
Snipers have a problem in that there really aren't many good places to hide that can't be easily counter-sniped and still be useful to your team. This is part of the reason there are so many red-line snipers. If snipers could sneak off into the middle of a complex and tuck themselves away in a unexpeced spot, then they're going to be playing the game in a more team-oriented manner. The grapple/magnetic boots would open up countless new and interesting spots for snipers, and get them moving out past the red line and out of the hills and into the combat zone (which should make most people happy).
Quote:The grappling hook idea seems particularly OP since scouts would just hide above doors in little rooms and use breach shotguns with stacked damage mods to wreck any and all who entered.
Exactly right! That's a lot more interesting than everyone in assault suits with assault rifles running around in big groups strafing and bunny hopping. Here's the thing: it won't be OP because you can use a neut just outside the door to disable his magentic boots and the shotgun scout will fall to the floor for an easy kill. Or maybe there's a smoke grenade module that fills the room with smoke that disables his sensors and he can't pick up your sig profile or see anything (or perhaps a flashbang). You then rush in and take him out from a different angle.
The philosophy of not adding really cool and exciting stuff because it can be abused is wrong. We don't need to avoid fun interesting stuff, we need to have counters for everything so there is balance. E.g. the grapple is vunerable when it's slowly ascending the side of building to sniper fire, long range neuting, dropships and jetpackers. Don't forget price being a major factor. If these items are priced correctly, then there is a big risk/reward mechanism in play, and also they're going to sacrifice some dps, tank, and/or utility to accomidate these modules too.
These modules should be powerful, they should be able to swing the tide of a battle, but there should be specifc ways designed into the game to defeat each and every one of them too. Tanks are just like this, they are incredibly powerful, but there are specific ways engineered to counter them, and it makes things much more fun. By having more complexity, you'll have more people specializing in different roles and carying gear different from their friends. It will incentivize well-rounded squads instead of cookie-cutter gameplay, you'll want to have someone with an active scanner and smoke grenades to check the door for somoene hiding before he ambushes your squad. You'll want someone with your heavy guarding that objective who can light up targets for him to see better, and to neut out anyone trying to backstab and maybe deploy a web nearby. That's so much more fun than a bunch of guys in assault suits with AR's. It's tactical gameplay and it's sorely needed.
Thank you for taking the time to post your thoughtful replies. |
Vell0cet
Royal Uhlans Amarr Empire
9
|
Posted - 2013.06.19 14:12:00 -
[16] - Quote
Gaelon Thrace wrote:Vell0cet wrote: So what specifically do you dislike about the jetpack? Are you concerned it will be overpowered? too prevalent?
Essentially jump packs would open up opportunities for tactical maneuvering with sudden bursts of speed such as quickly retreating from a dangerous situation or jumping to hard to reach places. One could argue that jetpacks would do the same, but I think they would necessarily be slower because you would have to be able to control your trajectory in-flight while with jump packs you just point and jump. I also don't think an extra 7-27 seconds of flight as an infantry unit is necessary or even all that helpful. It's just more time before you can get back behind cover and someone can shoot you down. That's another concern I have about jetpacks: people using them because they can and not because they should. Honestly I just don't like the aesthetic of a bunch of idiots hovering around over the battlefield making themselves easy targets. tl;dr Jump packs = Useful Jet packs = Novelty I can see your point, and the jump pack does sound cool but is maybe too overpowered? What's the counter to it? If you can essentially teleport to wherever you want within a large radius almost instantaneously, how are people supposed to kill you?
I do see your point about how jetpacks could be a novelty, and there will certainly be dumbasses using them incorrectly. My response is that you have dumbasses using stuff wrong all the time anyways. I have teammates shooting me when I spawn or bumping me around with their LAV's all the time in pub matches. Last night there were 3 LAV's driving around behind our red-line in a circle, that doesn't mean we shouldn't have LAV's in the game. CCP should design the game for the best gameplay, not the worst. Also remember that these will be expensive modules that require a significant skill point investment. Get shot down a couple of times wearing a $200k jetpack (or possibly much more) and you're going to see a lot less jackasses with them. I see it being a module that takes real player skill and finesse to be effective, like the dropship is now.
I also think you're wrong about how useful the jetpack could be. I rarely have a reason to look up and mostly scan along the X & Y Axes (unless I'm being hit or hear a dropship overhead). The jetpack could easily distract a group of people as it circles overhead. Also, don't forget that you can use weapons while jetpacking. If used in the right hands you could could be really devastating by attacking from unexpected angles, raining down mass driver rounds on an enemy position while they're trying to lock and kill you. Meanwhile your teammates sweep in from the flank and take them out.
It will be weak in open areas so you'll generally want to keep your altitude low to avoid being swarmed, but in big buildings and tall complexes it would really shine, going from platform to platform, ducking into cover to avoid incoming swarm fire, bypassing ladders and choke-points. It would also be an awesome tool for killing snipers if you could quickly jet out to them in the hills and shotgun them in the top of the head while they desperately try to hit you with their sidearm. |
Draco Cerberus
Purgatorium of the Damned League of Infamy
142
|
Posted - 2013.06.19 14:34:00 -
[17] - Quote
So would a high speed impact with a ceiling kill you? I believe it should. Let the bottle rocket mercs fly, I think this is the best reason someone could come up with to spec into swarms. Btw how would you fire your gun if you are controlling your rate of ascension or the angle of thrust? When Super Dave uses his jet pack it takes 2 hands. |
Shotty GoBang
Pro Hic Immortalis
73
|
Posted - 2013.06.19 16:58:00 -
[18] - Quote
Draco Cerberus wrote:So would a high speed impact with a ceiling kill you?
If running downhill kills a scout halfway ... |
Vell0cet
Royal Uhlans Amarr Empire
9
|
Posted - 2013.06.19 17:12:00 -
[19] - Quote
Draco Cerberus wrote:So would a high speed impact with a ceiling kill you? I believe it should. Let the bottle rocket mercs fly, I think this is the best reason someone could come up with to spec into swarms. Btw how would you fire your gun if you are controlling your rate of ascension or the angle of thrust? When Super Dave uses his jet pack it takes 2 hands. Hitting the ceiling at high speeds would certainly do damage and probably kill you depending on the speed of impact. Your character controls the rate of ascension with a rectal probe--the harder she squeezes the higher she flies (this makes eating Chinese food very dangerous for jetpack mercs). Alternatively, it could be through switches/pedals in the boots of the drop suit. |
DeadlyAztec11
Mannar Focused Warfare Gallente Federation
520
|
Posted - 2013.06.19 17:25:00 -
[20] - Quote
The point of the scout is to be able to get behind enemy lines and take objectives quickly. Because it is quick, it has a large advantage in CQC.
I would like to see some of the stuff you said implemented because I think it would be fun. Though, if you are facing your opponent face to face in a scout suit, your doing it wrong. |
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Scheneighnay McBob
Bojo's School of the Trades
1683
|
Posted - 2013.06.19 17:35:00 -
[21] - Quote
The only problem I have with scouts is lack of slots and low PG/CPU |
Gaelon Thrace
DUST University Ivy League
9
|
Posted - 2013.06.20 04:56:00 -
[22] - Quote
Vell0cet wrote: I can see your point, and the jump pack does sound cool but is maybe too overpowered? What's the counter to it? If you can essentially teleport to wherever you want within a large radius almost instantaneously, how are people supposed to kill you? .
What's the counter? Stasis Webifier If you can essentially teleport to wherever you want within a large radius almost instantaneously, how are people supposed to kill you? The speed would likely be about the same as a fully accelerated jetpack, it would just come in an abrupt burst rather than having to accelerate.It is a quick burst of speed, but it's nowhere near instantaneous nor analogous to teleportation because the enemy can at least see where you went. They could even predict where you're going to land and throw a grenade there.
Vell0cet wrote: The jetpack could easily distract a group of people as it circles overhead. Also, don't forget that you can use weapons while jetpacking. If used in the right hands you could could be really devastating by attacking from unexpected angles, raining down mass driver rounds on an enemy position while they're trying to lock and kill you. Meanwhile your teammates sweep in from the flank and take them out.
True, but that also sounds more like an assault role and I'm looking at it from a scout's perspective. The topic of the thread was "giving scouts a purpose" right? You can use weapons while jump packing too, you're just not in the air as long.
Vell0cet wrote: It will be weak in open areas so you'll generally want to keep your altitude low to avoid being swarmed, but in big buildings and tall complexes it would really shine, going from platform to platform, ducking into cover to avoid incoming swarm fire, bypassing ladders and choke-points.
Same for jump packs except you'd cover shorter distances with each jump emphasizing the need to move from cover to cover.
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Niuvo
The Phoenix Federation
20
|
Posted - 2013.06.20 05:23:00 -
[23] - Quote
Protected Void wrote:+1 for jump packs - or as an alternative, a skill that can be trained to increase jump height a little. Not a lot, but enough that one would be able to clear those ledges and platforms that are currently just a bit too high up.
Also, *slightly* increased strafe speed for scouts, *slightly* better backpedalling speed, *slightly* lower fall damage and possibly other *slight* improvements to mobility skills.
And definitely, definitely a decent improvement to scanning related base values. Having the same scan range as all the other suits is so counter-intuitive. At the very least, up the base scan range on the Gallente scout suit, since it's description and slot configuration suggests it's supposed to fill a recon/spy role. On the money! Scouts wil let their presence be felt but not seen.
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Niuvo
The Phoenix Federation
20
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Posted - 2013.06.20 05:28:00 -
[24] - Quote
Quicker movement while crouching, sometimes you need to duck right away, but can't because you move very slow while crouched. I'm talking about scout snipers. The second I press O to get out of the way I stand up and get shot down by assault rifle/sniper. You know what I mean. |
Vell0cet
Royal Uhlans Amarr Empire
11
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Posted - 2013.06.25 15:24:00 -
[25] - Quote
Gaelon Thrace wrote:True, but that also sounds more like an assault role and I'm looking at it from a scout's perspective. The topic of the thread was "giving scouts a purpose" right? You can use weapons while jump packing too, you're just not in the air as long.
I think it really depends on what you mean by "assault role." To me that implies modest tanking ability and taking things head-on. In the scenario I described, the jetpack is more of a scout role, you orbit a group of assaults distracting them with an AOE weapon while your assaults attack the distracted enemy head on. You're tanking with speed and agility not taking direct hits and attacking from angles that are un-expected and harder to defend against utilizing the advantage of surprise. Remember in order to fit the jetpack you'd have to sacrifice either tank or DPS somewhere, and you're already on the paper-thin scout frame, so you're not going to survive well in a full frontal assault with a jetpack on.
I do think it should be viable to fit a jetpack on an assault suit as well, but you're not going to be rocking proto weapons with a maxed out tank and DPS to do it. It's going to require significant fitting skills to make happen, maybe a complex PG mod, and you're going to be significantly weaker (DPS/Tank) in a direct 1v1 against a maxed out assault suit without the pack. It's also going to be expensive fit that you probably won't be using in pub matches, unless you've got ISK to burn. |
Phazoid
The Unholy Legion Of DarkStar DARKSTAR ARMY
3
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Posted - 2013.06.29 20:09:00 -
[26] - Quote
well i pretty much agree with everything being said here, as it improves the battlefield to 3D levels of combat, a good counter to jump packs and jetpacks could be swarm launchers as those equipments could create a heat signature, another thing is, while using those equipments you WILL be seen and heard, and maybe just maybe there could be a special death when a jump pack or a jetpack is hit, imgaine it, a scout on fire flying uncontrolably and then exploding mid air or just being lauched mid air by the explosion of the jetpack or jumpack, but ascension cables should be available to everyone, no transporters that could be a little gamebreaking |
Vell0cet
Royal Uhlans Amarr Empire
33
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Posted - 2013.07.02 13:50:00 -
[27] - Quote
Bump |
Oso Peresoso
RisingSuns
66
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Posted - 2013.07.02 14:33:00 -
[28] - Quote
Agreed, the scout needs bonuses to its detection abilities. Climbing modules would be brilliant. |
Roy Ventus
Foxhound Corporation General Tso's Alliance
450
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Posted - 2013.09.02 21:37:00 -
[29] - Quote
Jet Packs :O! For the win!! Seriously. Even if it only allowed for a double jump(with the second jump being "better" than the initial jump) I'd love it.
Shotgunners with Jetpacks would be scary AF btw. Imagine just hanging about and suddenly you die from a shotgun blast. Where is it coming from? ABOVE YOU. Would really make me paranoid then. |
Monkey MAC
killer taxi company General Tso's Alliance
63
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Posted - 2013.09.02 22:45:00 -
[30] - Quote
Well instead of making the ascenscion cable limited to scouts, a scout fires a cable that all suits can hook onto, this gives the scout its true role of changing the face of the battlefield in ways unseen by the enemy. Jump packs would be acceptable but not as jet packs, it should be a mega jump, very far, not to high though. Scouts should have there speed given back, for a little less health, there not meant for combat, there designed for incursions!! They should also have parkour like abilities, you a wall run and jump up mid sized walls, vaulting etc etc.
As for a telorporting module should be less teleport more a whirlwind sprint, you can go through walls but you can jump bigger gaps, (now your thinking combining with jump pack hmm?) Cloakimg should come in a few variations, but disable your gun for a short time after and while being cloaked, you can have designed for combat, one traversal, and the standard but you need to be careful!! |
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