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Thread Statistics | Show CCP posts - 178 post(s) |
kanders
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
11
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Posted - 2013.07.01 02:05:00 -
[1] - Quote
Another shotgun scout here. Right before uprising I was getting bored of being a mediocre assault and played around with my long neglected dragonfly suit. Immediately loved it and fully spec'd in to gallente scout as soon as Uprising launched.
6252 kills. Probably half of those (and definitely more than half of my deaths) were from my time as an assault. Only 1.11 KDR, but up from like .85 since Uprising. |
kanders
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
11
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Posted - 2013.07.03 16:32:00 -
[2] - Quote
Shotty GoBang wrote: Of course, sir.
The channel is named "Scouts United".
Created by Sontie prior to retiring his Scout Suit on the first Uprising respec. Sontie pops in on occasion under WhyCantIDie to check in on us.
Feel free to stop by anytime, but if you're not a Scout, kindly announce that you're not a Scout. This way I won't add you incorrectly for stat tracking. o7.
- Shotty GoBang
Would someone already in the channel mind inviting me? Theres a bug right now preventing at least some people from joining chat channels with names over 12 characters. |
kanders
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
11
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Posted - 2013.07.04 01:39:00 -
[3] - Quote
A bit of advice for shotgun scouts that I've discovered while playing today (this may be obvious to some people, but it was never part of my game before): Using your SMG to finish people off is crucial.
The combination of the quick weapon switching, better aiming due to frame rate improvements, and extended weapon range has made SMG (or pistol, if you have better aim than I) usage far more viable in combination with the shotgun. With regularity, I've been able to land a few shotgun rounds on target and then finish the kill with the SMG while already retreating. With the stamina nerd, the ability to finish off combat while already moving to cover has saved me multiple times this evening. I'm not quite back to where I was in 1.1, but I've been much closer.
This extends to general movement around the map as well. Because you can switch to the shotgun so quickly, theres no reason not to move almost exclusively with the SMG to enjoy the extra range and slightly increased speed.
Previously, the SMG was always just my panic weapon for when my shotgun clip ran out and there was no time to reload. Now, I've found that using the two in tandem has allowed me to regain some of the stopping power that I lost by not being able to engage at short range as easily. Hopefully this helps some people until scouts get the sorely needed buff in 1.3 or beyond. |
kanders
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
13
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Posted - 2013.07.31 00:12:00 -
[4] - Quote
Has anyone dug into the stats of the Hunter Scout suit? How does it compare to the other suits? |
kanders
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
13
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Posted - 2013.07.31 00:18:00 -
[5] - Quote
Bojo The Mighty wrote:I just liked the last 3 posts out of principle
*Damn it kanders!* I'm sorry? |
kanders
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
14
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Posted - 2013.07.31 00:28:00 -
[6] - Quote
Bojo The Mighty wrote:kanders wrote:Bojo The Mighty wrote:I just liked the last 3 posts out of principle
*Damn it kanders!* I'm sorry? Nah, it's just that when I replied your reply did not exist....thus your post destroyed the correctness of my post
you could always edit it to say you liked the last 4 posts in a row . . . and then like mine. |
kanders
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
21
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Posted - 2013.08.07 18:29:00 -
[7] - Quote
Nyra Volki wrote:Got lvl 3 Damp and lvl 3 precision. things ive notice when using the damp. unless that person has some kind precision module on and isnt looking directly at me ill be off there map. with Precision ive actually learned this couple days ago(also includes with range) that it really only works (to get full effectiveness and optimum range) when sitting still. its really stupid ive tested it a lot of times. so there's a enemy uplink and ill say im about 40meters from it and will be behind a wall sitting still and it pops up on my map. then ill start to run in a little circle and it goes away. also there's a outpost i love to camp in and the spot i camp in allows me to see two of the objectives as long as i'm still i can see some one before to even reach either one of them. don't know if it has something to do with your movement either way its really stupid. I'm at level 3 dampening and precision too, as well as the range amplification. Its hard to confirm for sure since you're relying on the behavior of others to measure, but I definitely seem to have no trouble sneaking up on people as long as I can stay out of their line of sight, and it rarely seems like other people notice me before I notice them. Sometimes that split second is an advantage, a lot of times I get mowed down by an AR anyway.
So I'd say up to level 3 or so, its worth the SP investment. Beyond that it gets pretty expensive for not a ton of extra benefit. I've never tried to run any of the modules, since our slot layout is so limited and I can't imagine giving up either armor repairers or biotics for a little better scanning. |
kanders
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
21
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Posted - 2013.08.10 13:48:00 -
[8] - Quote
Shotty GoBang wrote:Decasor wrote:If I was using proto or even advanced though like some here, ouch My advanced pub suits are cheap (20-30k). I don't post huge results with them, but can generally turn a profit and decent KDR. Here's a loadout example for those interested: Advanced Gallente Scout (~25k)
HS: Cmp Shield Ext HS: Cmp Shield Ext PW: Dren Shotty (BPO) SW: Toxin SMG (BPO) GR: Locus Nade EQ: Compact Nanohive LS: Enh CardReg LS: Cmp KinCat
- Shotty GoBang I'm gonna give this a try. What's your general strategy for dealing with the lack of an armor repairer? I've always felt like it was worth trading one of the biotics (give up the kincat on maps where I have to run far, and the cardreg in CQ) for the ability to heal myself, especially since I can't rely on always being in range of a friendly logo.
The compact nanohive either gives you a single shot at repairing or ties you to one location, both of which make me really nervous as a scout. Plus, I'd hate to be without my scanner or uplinks. |
kanders
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
22
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Posted - 2013.08.10 18:40:00 -
[9] - Quote
Shotty GoBang wrote: Hope this helps. o7
- Shotty
I've spent most of the morning running without the armor repairer, and I've been amazed how little I've actually missed it. I think I was definitely overestimating how much the armor repairer was helping me, and was playing too aggressively as a result. Taking away the illusion of that security blanket, and I've been doing just as well if not better. Definitely worth trading it in for the ability to run both biotics at the same time on an advanced suit. Thanks for the inspiration, Shotty. |
kanders
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
23
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Posted - 2013.08.14 17:22:00 -
[10] - Quote
I think this has been pretty much established by now, but semi-confirmation that some sort of scout bump is coming. When is still a question.
CCP Wolfman wrote:FLAYLOCK Steve wrote:So all suits will strafe at same speed? Like will all suits strafe at 90% or just the 90% of each specific suit? Like scout will strafe at 90% of their speed. And when will the scouts have some love? Give them a buff on speed. The assaults are almost as fast Not at the same speed, at 90% of the max run (not sprint) speed of the dropsuit you are using. We're hoping to give the scouts some love in 1.5 but the vehicle rebalance is our priority so keep your fingers croseed we have time. |
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kanders
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
25
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Posted - 2013.08.14 17:50:00 -
[11] - Quote
Revelations 514 wrote:I am somewhat successful with the following setup for ADV Gal:
Militia shotty Advanced Assault SMG Militia locus nades
Std RE's
Two advanced kin cats for lows Two advanced shield recharges in the high's (the ones where you get an overall shield "penalty", the penalty is a % which means it only drops your shields by 1 or 2 points total and increases your recharge rate a ton).
Srry haven't been on in a week or so to give exact names and whatnot, but you get the drift.
I did notice that the advantage from higher tier shotty's is minimal compared to the additional CPU/PG costs. Better to go higher tier with your secondary currently, and conserve CPU/PG by keeping militia shotty. You'd conserve even more by going to the basic shotgun, and get an extra two rounds per clip, wouldn't you? ISK/suit would go up a marginally, but that's the only downside. |
kanders
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
25
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Posted - 2013.08.14 17:54:00 -
[12] - Quote
Ruthless Lee wrote: What I've wondered, though, is this: I'm at level 3 on SMG OP ... is the M209 you can get at lvl 4 worth the upgrade over the 512-A? It looks like it would be... The extra RoF (and I think maybe extra range?) is nice, but I think in general its not worth the extra pg/cpu, and extra isk, if it means making sacrifices elsewhere. Knowing I can do plenty of damage with whatever SG/SMG combo I go with, I always fit weapons last, and the SMG last of all. Optimize your modules and equipment first, then use whatever remaining CPU and PG you have left for the best weapons that'll fit. |
kanders
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
25
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Posted - 2013.08.14 18:02:00 -
[13] - Quote
Ruthless Lee wrote:Cool, thanks man. Right now, I generally fit my little Toxin SMG in there, so I can have the modules I want ... and I will eventually skill up my SMG OP and SS attributes, anyway, whether I use any higher-tier weapons or not. But I've been wondering about that little Assault SMG... Much appreciated! I do really like the assault SMG, I just find that its not a priority for me. Definitely give it a try if you put the SP points into it, you may rely on it more than I typically do and find that its worth fitting. If you find that you can fit all the modules you want and still have room for the M209, by all means throw it on there. |
kanders
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
25
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Posted - 2013.08.22 14:44:00 -
[14] - Quote
Shotty GoBang wrote:Just added the above "Health Metrics" in preparation for 1.4. We're now better equipped to track Scout performance at all experience levels in our primary combat roles (snipers and non-snipers). We'll know within days what affect 1.4's mechanical changes has had on the Community.
Have you given any thought to tracking WP as well? For a lot of scouts its much more relevant than kills and KDR. I'd really be curious to track WP/death in particular.
I think early on you said it would maybe be too much work, but I'd guess you'd be able to get lots of help now that the scout community has become much more organized (thanks in large part to you). I'd be glad to volunteer some time and excel skills. |
kanders
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
25
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Posted - 2013.08.22 16:03:00 -
[15] - Quote
Shotty GoBang wrote: Hi Kanders,
Good idea, but I'm not sure how we'd track WP/Death, as Deaths aren't listed in the Leaderboards. You can estimate Deaths via KDR, but the estimates would be widely off-target for folks with lots of kills. As for ranking Scouts by WP, this is absolutely possible.
Would you like to create a new thread for a Warpoint Leaderboard?
You'll need 3 in-game characters, as Leaderboards get screwy somewhere around 70 contacts. I'd be glad to email you current list of Scout Names, and keep you looped in to additions and subtractions going forward. If you're up to it, shoot me your email address in-game and we'll get started.
- Shotty
That's a good point regarding WP/Death. Its too bad we don't have death stats too, or at least KDR to an extra decimal or two. Without any sort of a denominator (games played would work equally well, but we don't have that either) the usefulness of a WP leaderboard in measuring scout performance is limited, but it could still be fun to track.
Lets talk later. Maybe we can come up with some sort of Google Doc where we can have people self-report deaths, or at least have the WP and Kill data in a single spreadsheet? It might not be totally accurate (hopefully no one would intentionally submit false data), but it could gives a little more complete picture. |
kanders
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
27
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Posted - 2013.08.22 19:14:00 -
[16] - Quote
I think this is really going to be huge. Sneaking up on a cluster of people will still be difficult, but with shared squad vision you have to avoid the line of sight of every person in a squad to avoid alerting the whole group. Now it should be possible to pick people off on the edges of a firefight without suddenly having a wall of assault rifles turned on you.
The only downside is everyone in my squad is going to expect me to keep running the active scanner, and WP credit for it isn't coming until 1.5. I'm sure I'll have to suffer through my sudden popularity. |
kanders
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
29
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Posted - 2013.08.22 20:01:00 -
[17] - Quote
JieXi Bao wrote:That's going to make overwatch a little less passively productive, but I should talk and move more anyway.
Its going to make squad play a lot more important. Working as a squad is going to require more than just joining the right channel so one guy gets the occasional orbital. Groups that actually work tactically and communicate to cover blind spots are going to be a lot more effective. I look forward to running into the ones that don't. |
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