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Krom Ganesh
Holdfast Syndicate Amarr Empire
69
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Posted - 2013.07.05 08:21:00 -
[1] - Quote
I believe some others have said something similar to this but this is what I recommended here.
Quote:I would say another equipment slot + a cpu/pg boost + a buff to move/sprint speed is what scouts need.
Why?
An extra equipment slot would allow me to do more scout-y things at once, like uplink + scanner or uplink + stealth (once it gets here)
The cpu/pg boost would be so that I could actually fit this new equipment on my already cpu/pg tight suit
The move/sprint speed boost would help move the scout away from being a weak assault. 0.5-0.6 m/s difference between our assault variants isn't much to talk about. Edit: I'm not sure how much of a buff we need for speed, but it needs to be enough so that the two slowest scouts (Caldari and Amarr) are still quite a bit faster than any other suit's base speed.
Also, about adding Highs or Lows to scouts:
Quote:In addition to what I said above, I'm slightly against adding more highs and lows to scouts (I'd take it just because CCP needs to throw scouts a bone though).
The reason is because at the moment there are no useful modules for scouting. What about the ones that affect passive scan? Even if passive scan actually worked, for most scout-related roles they aren't very useful. The precision enhancers? Only really useful to a scout for finding another scout. The profile dampener? Only useful for a scout hiding from a scout hunter. Range amplifier? Perhaps a cqc scout would find it useful (Would need a minja or shoty scout's POV on this). All of these (except the cqc scout) are highly specialized fits. What about codebreakers then? While I do find they are helpful, the extra hacking speed provided by them rarely feels necessary. I feel most scouts probably wouldn't see much use in adding these modules.
What would these new slots go to then? Adding more tank or more gank. While that is good for scout survivability, it would also would further encourage scouts to play like speedy assaults which I do not believe is what CCP intended for the scout. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
70
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Posted - 2013.07.05 09:31:00 -
[2] - Quote
^ Very helpful for scouts and stealth in general.
Also, I would like to direct people to the topic I linked earlier.
Kagehoshi is recommending the same changes I suggested for the scout but he also has a very interesting idea of adding more modules + cpu/pg instead of the scout changes (equp slot + cpu/pg + speed buff) to the basic light. I find this fascinating as it could potentially give the basic light frame a use instead of just being a stepping stone to the scout (and eventually the pilot). |
Krom Ganesh
Holdfast Syndicate Amarr Empire
73
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Posted - 2013.07.05 20:41:00 -
[3] - Quote
Morathi III wrote: Give a headshot bonus to the gal, (we can now see back gal scout sniper and with pistol)
The problem with this is that, given it's current bonus and general gallente roles, I don't think the gal scout was meant to be a range scout.
I think the gal scout is a cqc scout while cal scout and the amarr scout are meant to be the ranged scouts.
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Krom Ganesh
Holdfast Syndicate Amarr Empire
132
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Posted - 2013.07.08 04:58:00 -
[4] - Quote
Brynjar Reko wrote: These are the stats for a minmatar scout and minmatar assault both with same shotgun and both with 2 enhanced kinetic catalyzers, with the rest of their resources sunk into shields. Against a non-CQC character, do you think the 9.09 sprint vs the 8.52 sprint is going to matter as much as the 148hp bonus on an assault suit over a scout suit?
While I don't necessarily think that scouts should get a movement speed upgrade or that other suits should be slowed down, I don't think the scout's benefits matter very much compared to them being made of paper; if a scout doesn't have enough health to survive any shots it doesn't matter what they're good at, because there isn't realistically a role for "not getting shot" as a scout. Run and hide is a great role scouts should fill but at the moment I feel that either scouts are too weak or weapons are too strong to make it a viable tactic: if you have to run it's already too late for most scouts.
That would be true is a scout's speed was just for out running the enemy. However, speed is more than that to a scout. While logis/assaults/heavies specialize in armor and/or shield tanking, scouts specialize in speed tanking. This means moving fast enough to beat an enemy's tracking ability using intelligent dodging (ideally player's ability, not game's ability). In others words using strafing and sprinting to evade gunfire. This worked well enough back before 1.2 because of lousy hit detection and us out running the frame limit. However, now that hit detection has improved and average fps has gone up, our most effective method of survival is gone. |
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