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Killar-12
Greatness Achieved Through Training EoN.
47
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Posted - 2013.07.09 04:00:00 -
[1] - Quote
Doyle Reese wrote:I think there are two ways Scouts could work
Scout as Flanker/Attacker -This is what most people play Scout as right now, and why not with one equipment slot, you cannot do very much support anyway, this Scout is adept at CQC combat whose primary means of getting around is based around stealth. This scout either needs more speed or a little bit more eHP to be more effective. They should be fragile, but not have them teleporting all over the place, at the same time, they should be fragile but not die in 3 bullets
Scout as Support -The other variant of the Scout, this focuses on being a faster, squishier Logistics suit, they are mainly used to drop Uplinks quick and not be seen doing so. This differs from the Logistics class, which is more frontline support. This particular scout would need more CPU/PG as well as more equipment slots.
Now I don't know which Scout CCP has in mine when they say "Scouts" but that's what I think should happen with both. I would also like to have more module slots for all scouts as they can be more varied. I think both Scout types should be an option in this game, but that's just me I'd like giving the scout 10-15% more CPU/PG and an extera equipment slot |
Killar-12
Greatness Achieved Through Training EoN.
201
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Posted - 2013.07.18 02:01:00 -
[2] - Quote
Nova Knife wrote:The basic problem behind scouts as a whole is the same problem as any other suit.
The stats were basically arbitrarily assigned, and most of them make like no logical sense.
Before suits can be given roles, the policy of slapping on whatever stats, layouts, and skill bonuses seem like a good idea at the time needs to die in a fire , and creating a more defined set of roles which actually make sense and are practical needs to be the policy from now on.
I'll be making a post later on in the feedback/requests forum about what IMO is the best way to achieve this. Put a link to it here, please |
Killar-12
Greatness Achieved Through Training EoN.
201
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Posted - 2013.07.18 02:03:00 -
[3] - Quote
Nova Knife wrote:Linked in above post and here for your convenience :) Thank you very much +1 |
Killar-12
Intrepidus XI EoN.
232
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Posted - 2013.07.22 15:37:00 -
[4] - Quote
OZAROW wrote:I liked 1.1 scout. I could run, I could jump an I had stamina to do so. This 1.2 scout is horrible for the opposite of above plus our hit box seems insanely big an our core stats an slots from chrome is too big of a reduction. A scout doesn't need to be op BUT it's not just recon an report we have active scanners an snipers for that. Scouts are the first in an out, so our WEAPONS MUST WORK! Our speed stamina an profile reduction MUST WORK! Our stamina an speed has to be better an OUT PERFORM OTHER SUITS!
My proto suit alone is over 60 000isk for what, one more shield? Our core stats suck in comparison to any suit in the game even with CPU pg 3 core stats 4 light weapon an sidearm opperation at 4/3 I can only run proto knives two shields an like 2enhanced biotics or cats w/e. no second gun or nade or equipment . My proto minja knive suit, complex shield 2 enhanced shield , knives proto an two complex speed for a GRAND TOTA OF SOMETHING LIKE 304/77 shield an armor on a proto for a suit that can barely punch a guy run then not even hop the handrail? Come on!
Ccp please consider the following in a round about way:
At least over 50% of the people in this game have been playing for a long time They have a proficiency level of damage on their main weapon, possibly sidearm, an prototype shields armor an suit. Therefore our weapons, scanning , dampening, STAMINA, and SPEED; must be greater and work.
Prototype minmatar scout an gallente scout have practically zero chance for survival against these proficiency weapons so I hope you consider at least one more high slot on gallente scout an one more low slot on the minmatar scout. Every suit in the game pretty much has two more slots given to them at prototype level I suggest we get another high or low an a equipment at proto level other wise scout is really not as effective for pc as a assault will usually take our place for these matches.
We need :
Core stamina buffed higher or have zero delay since a scout clone should be Ben Johnson ! Buff to shield an armor stat Standard hacking buff already built into scouts Better jumping an less stamina reduction especially with Mac endurance , kinetics an biotics, we should not still be out maneuvered More slots at least in a prototype Hit detection fixes on knives an sg The ability to really run an jump without running out of gas
Anyone else have ideas? Biggest for me is stamina , hit detection on my suit an theirs An possible another slot an a core buff Yes for scouting and CQC Not yet Yes make this the minnie scouts racial from the minmatar Logi Yes, also adding a biotic module for jumping would be nice I'll agree 2 equipment slots Yeah this will come regarless I can do that already, use stamina Modules
Fixing the Bounuses in general will help greatly |
Killar-12
Intrepidus XI EoN.
237
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Posted - 2013.07.22 23:36:00 -
[5] - Quote
Iron Wolf Saber wrote:I am tagging and forwarding this, too much good info to pass up. And to think a month ago I said you were an incompetent moron, you're not half bad, now the others whom are down must be picked up, cleaned off, and returned to a good place on the battle field,
Pick up the poor pilot or tanker, bring heavies shiny new weapons and Dropsuits, Give armor tankers a better ability to buffer tank and make the shields have a downside, and let scouts, scout |
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