Appia Vibbia
Hellstorm Inc League of Infamy
101
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Posted - 2013.07.05 17:50:00 -
[1] - Quote
The Scout's passive scan radius needs to buffed up to 20m, but would be best returning to 25m again. The range is simply not enough to notice someone in time to round a corner or fend off someone walking up behind you.
Why is it that Gallente Scouts are talking about using Active Scanners? The suit's role is to use the passive scanner more effectively than any other suits. This is poor design. I need 2 complex range amplifiers and still am falling short of my passive range from the last build.
I believe the change to Endurance was that there is now a delay for stamina regeneration. Regardless this change is devastating to the Scout, it has hampered on the hit-and-run tactics by reducing it to Hit-and-can't-run. A single jump will completely drain your stamina (and it should no arguments there), but it was quite effective to strafe around a second or two to regain your stamina and run away or jump again. Perhaps making one more fully aware of the screen, making sure someone can look in 4 places at once is a good thing. it makes it challenging. You have to manage yourself better now, looking at the radar, your ammo, and your stamina, all the while watching and aiming at your enemies. I do have a great love for that kind of management, but this delay in regeneration has made the stamina gauge more important than worrying if you have enough ammo to take someone out.
Honestly, I could play a shotgunner much better in a Gallente Logistics suit. The 5 low slots and self repair means that they have 2 more low slots than I do in my current fitting. 2 cardiac regulators and 3 kinetic catalyzers put them just below my sprint speed but nearly 3 times my stamina as a Scout. They also have multiple high slots to either add damage, survivability, or scan precision . This is not a argument against Logi's (there is plenty of that) but a way to illustrate that the survivability of the scout continues to decrease. The Gallente Scout's greatest advantage is in the passive scanning abilities, but they can be replaced by that Gallente Logistics shotgunner changing out one of those biotic mods for a complex profile dampener and carrying an Active Scanner. . . But wait! Those Logistics Suits don't get a sidearm. This really isn't much of a dilemma, but killing power vs survivability is the thing that separate the two.
As for the other style of Scout play. The AUR suits titled "Hunter" is a good place to start. It defaults to an AR, but really using that, the Scrambler Rifle, or the Mass Driver is fairly similar. They run around and flank and kill those distracted, be it other enemies, looking down the scope of a sniper rifle, or looking for uplinks and nanohives. Closer to the Hunter than the CQC are those of us running around with dual sidearms. You can see the devastating power of a Gallente Scout with KinCats and dual core flaylocks, the disrupting power of 2 SMGs, or the unequaled gungame of those few that dual wield the Scrambler Pistols.
These are the guys that need that range back. With 1 complex Range amplifier they get to 32m. This still isnt enough, and sacrificing more than 1 slot on our desperately lacking suit is never worth it. (Of course this is in the magical, perfect world where the passive scanner actually works... it does not.) They need about a range of 40 to see the people they want to run up on when behind cover. The radar needs to extend to just past optimal range (my KLO-1 had a range of 87 but optimal of like 25 in Chromosome don't know about any changes). The Gallente Scout has range on the passive scanner, but with only 1 Hi-slot can only get their Precision to about 29. . . that means A Gallente Scout can never see another Gallente Scout on the radar
(sorry, I had done the part on dual sidearms and AR/SR/MD better and more comprehensive but I lost it to a forced restart while I was asleep and has lost some of the more detailed critiques. Hunter/Dual guys would most benefit from return to previous Scan Range of 25m)
Last there is the once-starter-fit: the Arbiter. The Sniper Scout, the classic gaming idea of sniping having a glass cannon. But wait! it isn't a glass cannon... If you haven't noticed, the average HP of all suits (save the scout) have increased significantly. With most suits on the field having 500-850 EHP. 261, that's the power of my Ishukone Sniper Rifle with proficiency at 5. Nearly any Assault and Logi worth their salt won't let you get three shots off on them using the standard variant, and unless they're running in a straight line on flat ground or standing perfectly still there is little chance of getting headshots reliably. I could, conceivably get 3 shots off with the Tactical variants, but it is significantly harder to have someone that ill-experienced to let me get 3 shots off. Even then, 3 rounds and none to the head barely break 600 damage.
I brought this up in an EVE-mail to Hans very early on when he said he was healping CP0. I have heard nothing about this Sniper Rifle situation from him, the rest of CPM0 or the Devs. . . Best bet is to get a Gallente Medium, Caldari Assault, or Amarr Logistics when sniping. There is need for a sidearm, but more than that you need to be stacking damage mods.
The Gallente Scout cannot be an effective sniper without stacking damage mods. the Idea that the scout is stealthy is ridiculous. Sure I could make myself invisible to all active and passive scanners, but I am completely equal in my capacity to stay outside 100m range of the Active Scanners regardless of the suit I am in. . . I can get killing in a single shot from a MLT sniper rifle, but cannot kill someone in a Medium suit on my own.
Not to mention this problem https://forums.dust514.com/default.aspx?g=posts&t=74777 which has not gotten any recognition in since lat May by CCP Farrari, and completely ignored by any other DEV. There have been 2 changes since, but neither of them significant to help
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Appia Vibbia
Hellstorm Inc League of Infamy
101
|
Posted - 2013.07.05 18:08:00 -
[2] - Quote
Django Quik wrote: [note rough numbers] Maybe make profile and radius have an impact on LOS identification too. . . This doesn't prevent people seeing other players but stops a red chevron from showing and position being relayed to squad/teammates. Special scoped weapons and zoomed ADS could add to LOS radius for long distance spotting.
This would be wonderful. Being invisible to scanners is something we want, that is why we go into profile dampening, but it really has very little impact. I really think that this is how it should be.
As a continuation. there are 3 AUR featured Scout suits. the hunter, the cqc, and the infiltrator. . . essentially as a scout accumulates SP the Hunter or CQC starts to envelop the Infiltrator. Which is a bit nice. It was always the Scout that was supposed to sneak in behind enemy lines, drop some uplinks, hack an objective or CRU, and get out... they just gain some killing power later on.
One of the problems is again, like with the sniper, that Scout suits just can't dish out the damage they need to to be competitive. With the shotgun you can scrape by with the CRG-3, but that Proto is the one you need. Last build you could run around with the HK4M (from the old Merc Pack still available as cards at some gamestops). Now, if you haven't skilled into shotguns that thing has ZERO bite to it. And by the time you've skilled into it enough to make it effective you can use the ADV one which is better and not in limited stock.
We want our Scouts to be Glass Cannons or Paper Rams. We need to do more damage across the board to fit either of those styles. |
Appia Vibbia
Hellstorm Inc League of Infamy
131
|
Posted - 2013.07.09 20:07:00 -
[3] - Quote
I know that there is still some lag issues, because the "larger hitbox" concept is probably just that. Scout A sprints to get behind a box, Sentinel B starts shooting at where they see Scout A. Scout A sees that they are behind a box. Sentinel B sees the Scout still running to the box. Scout A takes damage while behind cover. Or simply that HMGs can shoot through a lot of objects near the corners/edges of them.
As to that collision model thing on Spine Crescent, it belongs in the map's forum. It is on the same side of the bridge as the control point and it happens on both the "E" side haven't tested on the "D" side. |