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Thread Statistics | Show CCP posts - 178 post(s) |
Adipem Nothi
Nos Nothi
18
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Posted - 2015.12.04 18:10:00 -
[50551] - Quote
Varoth Drac wrote:That means that assaults will be the best option in the largest number of circumstances, and therefore will perform the best on average and attract the largest number of players. This means scouts are free to be good at what they do, their "particular set of skills", whilst still being less common on the battlefield. I agree, but within reason. The same arguments were made when Scout usage and efficiency were extremely low in early Uprising. Eyebrows should raise if/when generalists outnumber specialists by too great a factor. Eyebrows should also raise if efficiency data demonstrates that one class is substantially outperforming or underperforming the others.
TL;DR: In my opinion, it's probably best to qualify "low usage is fine" and "greater efficiency is fine". Without at least rough parameters, we run the risk of rubber stamping imbalance.
Dropsuit Usage Rates
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Ghost Kaisar
Fatal Absolution
14
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Posted - 2015.12.04 18:17:00 -
[50552] - Quote
Varoth Drac wrote:Adipem Nothi wrote:Varoth Drac wrote:Scouts should definately be good at killing, but in their unique way, relying on stealth.
Jolly's rise of scout vid is a good example of scout killing. Moody's 60 bomb is a prime example of what went wrong. This is what assaults should be best at. A scout should have to rely on stealth. Completely agree. Just watched the duration the "60 bomb" (skimmed over it earlier) ... looked like 1.8 at its worst. Grabbed that one in response to Ghost's "all you need to do is a handful". There's no good reason to limit high kill games to other classes. If a Scout is good enough, there's nothing wrong design-wise with him posting 20+ kills. I agree with this. So long as stealth was necessary to achieve the kills, there is no reason a scout can't get a high kill count. They will not generally get as high as assaults though by design. That is because stealth kills are less efficient. It is much quicker to point a gun at someone 60m away and blast them, or to run directly at the enemy with a cooked grenade, than it is to stealth through a flanking manoeuvre and perform hit and run. This is particularly true when farming noobs like in Moody's 60 kills video. The trade-off for that efficiency is a scout's greater mobility and stealth, which brings it's own varied strategic value. Though we must not forget that assaults also bring a lot to the table that scouts don't, without involving killing. The ability to absorb the enemy's attention, tank damage, create a numbers advantage by grouping up, mutual cover and support. These are all things that assaults bring to the table to balance a scout's disruption and ganking ability. When I decide between assault or scout in a given situation, it is not the question of whether I want to kill the enemy that informs that decision. It is about whether I want to fight with solidarity, or misdirection. The system will really be working correctly if the combined kills of a scout and an assault are greater than that of two scouts or two assaults. I like to think of scouts as a specialised suits, whereas assaults are more generalist. That means that assaults will be the best option in the largest number of circumstances, and therefore will perform the best on average and attract the largest number of players. This means scouts are free to be good at what they do, their "particular set of skills", whilst still being less common on the battlefield.
I've never said that you shouldn't be dropping 20+ kills, just that its not needed to do your job. I drop 20+ myself from time to time, and I don't feel that the scout is under performing at all. In some scenarios, scouts can be far more efficient at slaying than assaults. Typically in environments with lots of cover and objectives that are fairly close to each other. Cities are scout havens for a reason.
As for the underlined, I agree completely.
They are made to walk into almost any situation and be able to handle threats with their mobility, arms, and health. That alone helps make them the mainstay suit. There is almost no situation where bringing an assault is a BAD idea.
In some cases though, bringing a scout is far, far more deadly.
Re-Re-Re-Re-Retired PC Scout. I miss the old days ;_;
You never just leave Dust. You story will last forever.
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Varoth Drac
Dead Man's Game
2
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Posted - 2015.12.04 18:18:00 -
[50553] - Quote
So are we considering the triple damped Gal scout?
It's not a worthless suit, I've got one made up in my armoury. BUT, it is hardmode, there's no two ways about it.
I'm quite a fan of scouts being difficult to use, to a point. As a player who has been using scouts since beta, plays near the top levels of competitive Dust, and is specifically asked to run scout often because of my abilities, despite being skilled into and practiced with, a number of other roles, I can say that it is very difficult to use a triple damped Gal scout, even if it can still perform some critical roles well, the game always comes to combat, and combat with the suit is very difficult.
The PC meta has changed a lot over time. It is more balanced than ever, but the city sockets are ruled by speed tanked shotgun assaults, and the outside points are ruled by coordinated groups of rifle assaults. Some maps are ruled by high ground commandos and forge guns. Logis are always useful for their equipment, but the rep+sentinel is suffering a serious squeeze from the biotic shotgun assaults.
This is not pre-1.8, where scouts were as rare as people's understanding of how to fight them. People know how to fight scouts, and are prepared.
On outside points, this means that angles are covered, flanks and rears are watched, cloak shimmers are spotted, players cover each other.
In built up areas the assaults are fast. I can no stress this enough. The speed and regen advantages of scouts are minute compared to what they were, or non-existent. These assaults can not be caught, or escaped from. They will hunt you down. The age old adage that you shouldn't chase a scout no longer really applies. A spotted scout must run and hide and hope the enemy gives up looking.
Myos give suits, particularly mediums, excellent defence from alpha weapons. This is a major factor. In the city my logi will scan any scout around a corner, including the 3x damp Gallente. It will also tank a shotgun round and one-shot the scout with it's shotgun. It is also negligibly slower than the scout and is equipped with a myo providing excellent defence from alpha strikes. And that's just a logi. On outside points my assault can jump onto creates with 360deg view of the surrounding area, outside of knife reach, difficult to hit with a shotgun.
A single damped Gal scout is difficult. A triple damped Gal scout is very situational. |
Ghost Kaisar
Fatal Absolution
14
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Posted - 2015.12.04 18:30:00 -
[50554] - Quote
Varoth Drac wrote:So are we considering the triple damped Gal scout?
It's not a worthless suit, I've got one made up in my armoury. BUT, it is hardmode, there's no two ways about it.
I'm quite a fan of scouts being difficult to use, to a point. As a player who has been using scouts since beta, plays near the top levels of competitive Dust, and is specifically asked to run scout often because of my abilities, despite being skilled into and practiced with, a number of other roles, I can say that it is very difficult to use a triple damped Gal scout, even if it can still perform some critical roles well, the game always comes to combat, and combat with the suit is very difficult.
The PC meta has changed a lot over time. It is more balanced than ever, but the city sockets are ruled by speed tanked shotgun assaults, and the outside points are ruled by coordinated groups of rifle assaults. Some maps are ruled by high ground commandos and forge guns. Logis are always useful for their equipment, but the rep+sentinel is suffering a serious squeeze from the biotic shotgun assaults.
This is not pre-1.8, where scouts were as rare as people's understanding of how to fight them. People know how to fight scouts, and are prepared.
On outside points, this means that angles are covered, flanks and rears are watched, cloak shimmers are spotted, players cover each other.
In built up areas the assaults are fast. I can no stress this enough. The speed and regen advantages of scouts are minute compared to what they were, or non-existent. These assaults can not be caught, or escaped from. They will hunt you down. The age old adage that you shouldn't chase a scout no longer really applies. A spotted scout must run and hide and hope the enemy gives up looking.
Myos give suits, particularly mediums, excellent defence from alpha weapons. This is a major factor. In the city my logi will scan any scout around a corner, including the 3x damp Gallente. It will also tank a shotgun round and one-shot the scout with it's shotgun. It is also negligibly slower than the scout and is equipped with a myo providing excellent defence from alpha strikes. And that's just a logi. On outside points my assault can jump onto creates with 360deg view of the surrounding area, outside of knife reach, difficult to hit with a shotgun.
A single damped Gal scout is difficult. A triple damped Gal scout is very situational.
As I mentioned earlier, 1x damp and 2x damp are all you need for 90% of scenarios.
But that last 10%, the 3x damp gal scout makes Gal Logi's RAGE.
They get so frustrated when their 4x Focused Scanner suit is useless on you. They keep thinking that they just haven't hit you yet. While they spam scans, you shotgun them in the back
Oh, and you can't scan 3x damped gal Scouts.
With skills on a Gal Logi, the Proto Focused active scan only gets 15 dB. 3x Damps gets you 14 dB.
Re-Re-Re-Re-Retired PC Scout. I miss the old days ;_;
You never just leave Dust. You story will last forever.
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Varoth Drac
Dead Man's Game
2
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Posted - 2015.12.04 18:31:00 -
[50555] - Quote
Ghost Kaisar wrote: I've never said that you shouldn't be dropping 20+ kills, just that its not needed to do your job. I drop 20+ myself from time to time, and I don't feel that the scout is under performing at all. In some scenarios, scouts can be far more efficient at slaying than assaults. Typically in environments with lots of cover and objectives that are fairly close to each other. Cities are scout havens for a reason.
Scouts are definitely not more efficient than assaults at slaying in a city. This was the case for a long time, but not anymore.
Strategic city control and assistance with killing? Yes, good and complimentary to the main force.
Slaying efficiency in a city socket? No, get an assault.
Scouts can slay in the city, but they are definitely not as good at it as assaults. Not that i'm complaining about this. As we have been discussing, slaying efficiency doesn't equal usefulness. And scouts certainly can kill in a city. |
Adipem Nothi
Nos Nothi
18
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Posted - 2015.12.04 18:35:00 -
[50556] - Quote
Varoth Drac wrote:Ghost Kaisar wrote: I've never said that you shouldn't be dropping 20+ kills, just that its not needed to do your job. I drop 20+ myself from time to time, and I don't feel that the scout is under performing at all. In some scenarios, scouts can be far more efficient at slaying than assaults. Typically in environments with lots of cover and objectives that are fairly close to each other. Cities are scout havens for a reason.
Scouts are definitely not more efficient than assaults at slaying in a city. This was the case for a long time, but not anymore. Strategic city control and assistance with killing? Yes, good and complimentary to the main force. Slaying efficiency in a city socket? No, get an assault. Scouts can slay in the city, but they are definitely not as good at it as assaults. Not that i'm complaining about this. As we have been discussing, slaying efficiency doesn't equal usefulness. And scouts certainly can kill in a city. I think it worth mentioning that not all Scouts are ranked equally in this regard. An appropriately fit Shotgun GA Scout, for instance, will perform substantially better than an appropriately fit Shotgun AM Scout or CA Scout. NK MN Scout mileage may vary (really depends on whether or not they have a GalLogi).
Varoth's suggestion (profile normalization) would likely help with this. As would better balanced active scans.
All that to say, "Scouts are fine" really is an oversimplification of the state of the class. "Some Scouts do fine in some settings" is much more accurate.
Dropsuit Usage Rates
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Ghost Kaisar
Fatal Absolution
14
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Posted - 2015.12.04 18:35:00 -
[50557] - Quote
Varoth Drac wrote:Ghost Kaisar wrote: I've never said that you shouldn't be dropping 20+ kills, just that its not needed to do your job. I drop 20+ myself from time to time, and I don't feel that the scout is under performing at all. In some scenarios, scouts can be far more efficient at slaying than assaults. Typically in environments with lots of cover and objectives that are fairly close to each other. Cities are scout havens for a reason.
Scouts are definitely not more efficient than assaults at slaying in a city. This was the case for a long time, but not anymore. Strategic city control and assistance with killing? Yes, good and complimentary to the main force. Slaying efficiency in a city socket? No, get an assault. Scouts can slay in the city, but they are definitely not as good at it as assaults. Not that i'm complaining about this. As we have been discussing, slaying efficiency doesn't equal usefulness. And scouts certainly can kill in a city.
It really depends on how much scan they bring. If they're smart, they will make you run 2x damps which really hampers your defensive and offensive capabilities.
If they don't make you damp, you can really abuse your speed and regen.
But yes, against MOST teams, Assaults are the way for slaying.
Against guys in pubs who don't scan? I'd take the scout any day. That 1x Damp Gal Scout fit I linked is nasty in those scenarios.
Re-Re-Re-Re-Retired PC Scout. I miss the old days ;_;
You never just leave Dust. You story will last forever.
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Varoth Drac
Dead Man's Game
2
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Posted - 2015.12.04 18:47:00 -
[50558] - Quote
Ghost Kaisar wrote:As I mentioned earlier, 1x damp and 2x damp are all you need for 90% of scenarios. But that last 10%, the 3x damp gal scout makes Gal Logi's RAGE. They get so frustrated when their 4x Focused Scanner suit is useless on you. They keep thinking that they just haven't hit you yet. While they spam scans, you shotgun them in the back Oh, and you can't scan 3x damped gal Scouts. With skills on a Gal Logi, the Proto Focused active scan only gets 15 dB. 3x Damps gets you 14 dB. Yes, but getting that kill is a real struggle.
Maybe I'm too precious about my extra kincat and my reactive plate. To me it seems to make more of a difference than you would think.
Also, sorry for the confusion. I was referring to my passive scans. My Min logi (which I was talking about) scans around corners/in shotgun range at 13db. |
Dreis ShadowWeaver
Dead Man's Game
8
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Posted - 2015.12.04 19:00:00 -
[50559] - Quote
Will be back in a couple hours to read all this, but I'm glad something interesting's finally going on in here again!
FIGHT! FIGHT! FIGHT!
RIP Nova Knifers United
Aspiring Pilot
Boyko
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Llast 326
An Arkhos
9
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Posted - 2015.12.04 19:06:00 -
[50560] - Quote
Ghost Kaisar wrote:Varoth Drac wrote:Ghost Kaisar wrote: I've never said that you shouldn't be dropping 20+ kills, just that its not needed to do your job. I drop 20+ myself from time to time, and I don't feel that the scout is under performing at all. In some scenarios, scouts can be far more efficient at slaying than assaults. Typically in environments with lots of cover and objectives that are fairly close to each other. Cities are scout havens for a reason.
Scouts are definitely not more efficient than assaults at slaying in a city. This was the case for a long time, but not anymore. Strategic city control and assistance with killing? Yes, good and complimentary to the main force. Slaying efficiency in a city socket? No, get an assault. Scouts can slay in the city, but they are definitely not as good at it as assaults. Not that i'm complaining about this. As we have been discussing, slaying efficiency doesn't equal usefulness. And scouts certainly can kill in a city. It really depends on how much scan they bring. If they're smart, they will make you run 2x damps which really hampers your defensive and offensive capabilities. If they don't make you damp, you can really abuse your speed and regen. But yes, against MOST teams, Assaults are the way for slaying. Against guys in pubs who don't scan? I'd take the scout any day. That 1x Damp Gal Scout fit I linked is nasty in those scenarios. What Pubs have you played in where they don't scan? If they don't start out scanning they sure as hell pull them out after you Knife a few of em.
MOAR Ladders
SpadeGǪ Remember your Warbarge
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Varoth Drac
Dead Man's Game
2
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Posted - 2015.12.04 19:10:00 -
[50561] - Quote
Ghost Kaisar wrote:Varoth Drac wrote:Ghost Kaisar wrote: I've never said that you shouldn't be dropping 20+ kills, just that its not needed to do your job. I drop 20+ myself from time to time, and I don't feel that the scout is under performing at all. In some scenarios, scouts can be far more efficient at slaying than assaults. Typically in environments with lots of cover and objectives that are fairly close to each other. Cities are scout havens for a reason.
Scouts are definitely not more efficient than assaults at slaying in a city. This was the case for a long time, but not anymore. Strategic city control and assistance with killing? Yes, good and complimentary to the main force. Slaying efficiency in a city socket? No, get an assault. Scouts can slay in the city, but they are definitely not as good at it as assaults. Not that i'm complaining about this. As we have been discussing, slaying efficiency doesn't equal usefulness. And scouts certainly can kill in a city. It really depends on how much scan they bring. If they're smart, they will make you run 2x damps which really hampers your defensive and offensive capabilities. If they don't make you damp, you can really abuse your speed and regen. But yes, against MOST teams, Assaults are the way for slaying. Against guys in pubs who don't scan? I'd take the scout any day. That 1x Damp Gal Scout fit I linked is nasty in those scenarios. Again, I have to respectfully disagree. If 21db scans are up, a 1 damped Gal scout is not as good at city slaying as either a 0-damped assault or a triple damped assault. If 15db scans are up then a 0-damped assault is definitely better at slaying than a triple damped scout. If no scans are present then a 0-damped assault is definitely definitely better at slaying than a 0-damped scout, no contest.
You can not abuse a scout's speed and regen over assaults, because it is not noticeably better than an assaults.
A scout is only worthwhile for it's stealth+speed combo, and the speed-deploy race.
Anyway, I seem to be getting dragged into a discussion about scout's overall balance against other suits. I have to say, I don't think Gallente scouts are particularly underpowered compared to assaults. I think there is a little room for some improvements without making them overpowered. But the impetus of this isn't to buff Gal scouts. For example, the precision bonus is useless in most situations. This annoys me and I think it should be buffed just so there's a point to it, not because I think the gal scout is UP. And there is room in the balance for such a buff. The cloak delay is annoying to use being as long as it is. Again, I would like it quickened a little so it's more fun. Not because I want Gal scouts buffed, but I think there is room in the balance for it.
Other racial scouts are inferior to Gallente and should be brought up to their level. I think Am and Min need stealth like Gal scouts. And I'm not sure about Caldari, I don't think they are bad really though. My ideas for fixes range from being as simple as range extender buffs, to as drastic as moving profile dampeners to high slots. But it's not as important as helping Am and Min scouts.
Focussed scanners I think should have another drawback to balance the loss of the squad-only drawback. I recommend range reduction. This is mainly just logic though, to counterbalance an unintended consequence of an unrelated change. Focussed scanners were balanced before, so there's room to put them back to that level of power.
Let me reiterate. Other than these minor issues, I do not think Gallente scouts are troublesomely underpowered. |
Ghost Kaisar
Fatal Absolution
14
|
Posted - 2015.12.04 19:31:00 -
[50562] - Quote
Llast 326 wrote:Ghost Kaisar wrote:Varoth Drac wrote:Ghost Kaisar wrote: I've never said that you shouldn't be dropping 20+ kills, just that its not needed to do your job. I drop 20+ myself from time to time, and I don't feel that the scout is under performing at all. In some scenarios, scouts can be far more efficient at slaying than assaults. Typically in environments with lots of cover and objectives that are fairly close to each other. Cities are scout havens for a reason.
Scouts are definitely not more efficient than assaults at slaying in a city. This was the case for a long time, but not anymore. Strategic city control and assistance with killing? Yes, good and complimentary to the main force. Slaying efficiency in a city socket? No, get an assault. Scouts can slay in the city, but they are definitely not as good at it as assaults. Not that i'm complaining about this. As we have been discussing, slaying efficiency doesn't equal usefulness. And scouts certainly can kill in a city. It really depends on how much scan they bring. If they're smart, they will make you run 2x damps which really hampers your defensive and offensive capabilities. If they don't make you damp, you can really abuse your speed and regen. But yes, against MOST teams, Assaults are the way for slaying. Against guys in pubs who don't scan? I'd take the scout any day. That 1x Damp Gal Scout fit I linked is nasty in those scenarios. What Pubs have you played in where they don't scan? If they don't start out scanning they sure as hell pull them out after you Knife a few of em.
You would be surprised.
Kill enough people and they start running cheaper suits that can't scan.
Snowballs from there.
Re-Re-Re-Re-Retired PC Scout. I miss the old days ;_;
You never just leave Dust. You story will last forever.
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Ghost Kaisar
Fatal Absolution
14
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Posted - 2015.12.04 19:36:00 -
[50563] - Quote
Dreis ShadowWeaver wrote:Will be back in a couple hours to read all this, but I'm glad something interesting's finally going on in here again! FIGHT! FIGHT! FIGHT!
I mean, its already over.
Not much left to say.
Re-Re-Re-Re-Retired PC Scout. I miss the old days ;_;
You never just leave Dust. You story will last forever.
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Varoth Drac
Dead Man's Game
2
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Posted - 2015.12.04 20:33:00 -
[50564] - Quote
Ghost Kaisar wrote:I don't know what made me think of this, but I had an idea.
We had more than a few talks about how scout uplinks should be harder to scan down right? I've been playing EVE and been playing with Covert Ops ships now for a while.
Uplinks are basically Cynos. They're easy to detect and lets people jump from one place to another (Spawn to ground).
So shouldn't scouts have access to covert ops uplinks? Covert op cynos in EVE are like uplinks, except they don't show up on the overview, but only certain ships can warp to them. Since limiting who can spawn on them in Dust is stupid, I came up with this idea.
They would be a new item with different stats. Huge CPU/PG to fit. Scale CPU/PG and skill so that Scout I lets you easily fit Basic Covert Ops uplinks, III lets you fit adv easily and V lets you fit proto easily (And by Easy, I mean comparable to normal uplinks).
They would be very hard to scan. I'm talking sub 20 range for the basic, with proto being as low as 13 (Math needed, I want passive scout scans to pick it up at close range). They also don't have the stupid sound or beam of light. Just a hunk of metal on the ground.
It would have high spawn times and low spawn counts. To counter, the scout carries quite a few of them. They're made so that a scout can wander a city undetected, and drop spawns that won't broadcast where he's at or going. Since Gal Logi's won't be able to sweep the links with their scans, strong scanning scouts would be needed to counter their links. A Cal Scout would be well suited to sweeping these links (And probably be able to find the scout as well).
What do you think?
Can we even make new assets in this game? I like it, sounds like a fun addition.
I've often wondered how the game would be if uplinks were drastically changed. Imagine if there were two types of uplink.
One was carried and allowed players to spawn on you. If you die the link would be lost.
The other type was deployable, but only allowed you to spawn on your own link, and only once. Perhaps this could be your covert ops version - scout only.
You would not be allowed to carry both.
The game would be very different. No more uplink spam to control areas. Vehicle transport would be more important. As would movement across ground, taking the focus away from CQC environments.
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Adipem Nothi
Nos Nothi
18
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Posted - 2015.12.04 20:45:00 -
[50565] - Quote
Ghost Kaisar wrote:Dreis ShadowWeaver wrote:Will be back in a couple hours to read all this, but I'm glad something interesting's finally going on in here again! FIGHT! FIGHT! FIGHT! I mean, its already over. Not much left to say. We could talk about "trifecta" if you wanted. Or maybe discuss future bright ideas you plan to get behind in the next EWAR discussions. Being that Scouts are fine and all, we should probably be looking for ways to help the other classes secure their piece of the EWAR pie. Amiright?
Dropsuit Usage Rates
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Ghost Kaisar
Fatal Absolution
14
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Posted - 2015.12.04 21:12:00 -
[50566] - Quote
Varoth Drac wrote:Ghost Kaisar wrote:I don't know what made me think of this, but I had an idea.
We had more than a few talks about how scout uplinks should be harder to scan down right? I've been playing EVE and been playing with Covert Ops ships now for a while.
Uplinks are basically Cynos. They're easy to detect and lets people jump from one place to another (Spawn to ground).
So shouldn't scouts have access to covert ops uplinks? Covert op cynos in EVE are like uplinks, except they don't show up on the overview, but only certain ships can warp to them. Since limiting who can spawn on them in Dust is stupid, I came up with this idea.
They would be a new item with different stats. Huge CPU/PG to fit. Scale CPU/PG and skill so that Scout I lets you easily fit Basic Covert Ops uplinks, III lets you fit adv easily and V lets you fit proto easily (And by Easy, I mean comparable to normal uplinks).
They would be very hard to scan. I'm talking sub 20 range for the basic, with proto being as low as 13 (Math needed, I want passive scout scans to pick it up at close range). They also don't have the stupid sound or beam of light. Just a hunk of metal on the ground.
It would have high spawn times and low spawn counts. To counter, the scout carries quite a few of them. They're made so that a scout can wander a city undetected, and drop spawns that won't broadcast where he's at or going. Since Gal Logi's won't be able to sweep the links with their scans, strong scanning scouts would be needed to counter their links. A Cal Scout would be well suited to sweeping these links (And probably be able to find the scout as well).
What do you think?
Can we even make new assets in this game? I like it, sounds like a fun addition. I've often wondered how the game would be if uplinks were drastically changed. Imagine if there were two types of uplink. One was carried and allowed players to spawn on you. If you die the link would be lost. The other type was deployable, but only allowed you to spawn on your own link, and only once. Perhaps this could be your covert ops version - scout only. You would not be allowed to carry both. The game would be very different. No more uplink spam to control areas. Vehicle transport would be more important. As would movement across ground, taking the focus away from CQC environments. edit: I think your idea is probably better.
Equipment would be a local jump portal. When activated, signature bloom makes you a LOT easier to scan. I'm thinking it could would like a rep tool or something. Hold down, have a charge time. At full charge lets, someone spawn in. Has a brief cooldown after a spawn in.
Or you could go the passive route. Once again, sig bloom on use, but you can just flip it on like a cloak, but have it running while you have another weapon out. People can spawn on you, but you're essentially the uplink.
Lots of cool things can be done with both, but I highly doubt they would be made.
There's always legion, I guess...
Re-Re-Re-Re-Retired PC Scout. I miss the old days ;_;
You never just leave Dust. You story will last forever.
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Joel II X
Bacon with a bottle of Quafe
9
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Posted - 2015.12.04 22:02:00 -
[50567] - Quote
One Eyed King wrote:Not every time.
Sometimes its 25m, 20m, 10m, 5m, .... 5m, 10m, 25m. That's even worse lol
Scouts United
Gk.0s & Quafes all day.
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sir RAVEN WING
RabbitGang 13 COILS
5
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Posted - 2015.12.04 22:08:00 -
[50568] - Quote
Ghost wrote: There's always legion, I guess...
Ghost, sit down, we need to have a talk.
You probably have not heard but...
=ƒç+=ƒç¬
Retired Merc... for now.
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Llast 326
An Arkhos
9
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Posted - 2015.12.04 22:28:00 -
[50569] - Quote
Joel II X wrote:One Eyed King wrote:Not every time.
Sometimes its 25m, 20m, 10m, 5m, .... 5m, 10m, 25m. That's even worse lol I always feel bad when it's 25m, 15m, 10m, 1mGǪ 1mGǪ 1mGǪ needle disappears and blue name in the killfeed I know you tried little random LogiGǪ I know you tried
MOAR Ladders
SpadeGǪ Remember your Warbarge
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First Prophet
Nos Nothi
4
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Posted - 2015.12.05 00:30:00 -
[50570] - Quote
Why are you scrubs even talking about Dust? Game's dead.
Sanmatar Kelkoons now recruiting
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sir RAVEN WING
RabbitGang 13 COILS
5
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Posted - 2015.12.05 00:35:00 -
[50571] - Quote
First Prophet wrote:Why are you scrubs even talking about Dust? Game's dead. The prophet has spoken.
**** off.
DUST is still here, as it seems, even if I am inactive in gameplay.
=ƒç+=ƒç¬
Retired Merc... for now.
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chill penguin
TeamkiIlers
9
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Posted - 2015.12.05 00:44:00 -
[50572] - Quote
sir RAVEN WING wrote: DUST is still here, as it seems, even if I am inactive in gameplay.
Filled with dirty filthy scummy jumpy Mass Driver spam.
Cold as steel, shimmer like gold.
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Ghost Kaisar
Fatal Absolution
14
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Posted - 2015.12.05 02:32:00 -
[50573] - Quote
sir RAVEN WING wrote:Ghost wrote: There's always legion, I guess...
Ghost, sit down, we need to have a talk. You probably have not heard but...
Re-Re-Re-Re-Retired PC Scout. I miss the old days ;_;
You never just leave Dust. You story will last forever.
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Llast 326
An Arkhos
9
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Posted - 2015.12.05 02:35:00 -
[50574] - Quote
Ghost Kaisar wrote:sir RAVEN WING wrote:Ghost wrote: There's always legion, I guess...
Ghost, sit down, we need to have a talk. You probably have not heard but... Pours Ghost a Redjar from Monk's stash
MOAR Ladders
SpadeGǪ Remember your Warbarge
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Joel II X
Bacon with a bottle of Quafe
9
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Posted - 2015.12.05 03:40:00 -
[50575] - Quote
Llast 326 wrote:Joel II X wrote:One Eyed King wrote:Not every time.
Sometimes its 25m, 20m, 10m, 5m, .... 5m, 10m, 25m. That's even worse lol I always feel bad when it's 25m, 15m, 10m, 1mGǪ 1mGǪ 1mGǪ needle disappears and blue name in the killfeed I know you tried little random LogiGǪ I know you tried *grabs nearby violin*
Also, I'm gone from the forums for like 2 days and I miss an EWAR discussion. Maaaaaaan :/
Scouts United
Gk.0s & Quafes all day.
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Joel II X
Bacon with a bottle of Quafe
9
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Posted - 2015.12.05 03:41:00 -
[50576] - Quote
sir RAVEN WING wrote:First Prophet wrote:Why are you scrubs even talking about Dust? Game's dead. The prophet has spoken. **** off. DUST is still here, as it seems, even if I am inactive in gameplay. What is Dust? Baby, don't hurt me. Don't hurt me. No more.
Scouts United
Gk.0s & Quafes all day.
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Fristname Family name
Opus Arcana
744
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Posted - 2015.12.05 07:31:00 -
[50577] - Quote
https://www.youtube.com/watch?v=0PRslet8Bj4&index=2&list=RDsxM6iJy-I8w
BAKA! Why would I love you!!
>blushes and looks down as you start to walk away i tug on your shirt and look in your eyes
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chill penguin
10
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Posted - 2015.12.05 21:42:00 -
[50578] - Quote
*gets off hammock*
*sets up a beanbag under hammock*
*be the best chilled penguin on a beanbag underneath monks hammock*
Wenk. *wags flippers* |
sir RAVEN WING
RabbitGang 13 COILS
5
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Posted - 2015.12.05 22:07:00 -
[50579] - Quote
chill penguin wrote:*gets off hammock*
*sets up a beanbag under hammock*
*be the best chilled penguin on a beanbag underneath monks hammock*
Wenk. *wags flippers* Well.
What happened to VAHZZ? Banned again?
=ƒç+=ƒç¬
Retired Merc... for now.
"it's just buried by 3 pages." - Cat Merc
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Joel II X
Bacon with a bottle of Quafe
9
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Posted - 2015.12.05 22:24:00 -
[50580] - Quote
sir RAVEN WING wrote:chill penguin wrote:*gets off hammock*
*sets up a beanbag under hammock*
*be the best chilled penguin on a beanbag underneath monks hammock*
Wenk. *wags flippers* Well. What happened to VAHZZ? Banned again? I wouldn't be surprised if his penguin alt got banned after this post.
InB4 ban.
Scouts United
Gk.0s & Quafes all day.
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