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Revelations 514
Red Star. EoN.
75
|
Posted - 2013.07.05 14:46:00 -
[31] - Quote
I would just like to add that we see less efficacy from modules that pertain to survivability, since this is done as a bonus to base percentage. Therefore we paint ourselves in a corner as being tied to speed to be more survivable. I don't mind being really fast, as it's also harder to hit someone when you are moving quickly as well as be hit, but then you would be making nova knives the go to.
It's a tough spot to be sure. Maybe drop the CPU/PG requirements of kincats, or better yet give a scout specific bonus to kincat requirements. Gallente needs two slots for proto.
The crux is we need to be agile. Remove the stam cost for jumping, as originally done, or even better make jumping costs 50% less stam for scouts.
Most suits can equip more mods, and gain more efficacy from these mods, as well as equip more equipment, be more survivable, and move approx the same speed, as any scout suit. |
Laurent Cazaderon
What The French CRONOS.
1700
|
Posted - 2013.07.05 15:00:00 -
[32] - Quote
Shotty GoBang wrote:Laurent Cazaderon wrote:Pretty much copy pasting what i said in a feedback thread here : This suit is in a pretty bad place at the moment. It could use a buff to its HP potential but in order to keep it in its niche, it shouldnt be a massive buff. Scouts are bound to remain pretty much paper made in comparison to other suit frames. But, they need to have a more tactical role as they're intended to be. Some suits to use with caution but that should be able to tactically impact the game. I think the 2nd equipment slot some add in Codex was a good idea. Equipment = Tactic. Imo it suits more the suit than adding any mod slot. Add to that a bonus to hacking speed for Scout suit instead of the reduction to radar signature. Again, tactical impact. Sneaky fast hacks. A buff to PG\CPU to support the second equipment role (and\or allow a better fitting to max HP a bit more) I also like the idea of "insert name" about buffing scan radius and efficiency. On the other hand, scouts cannot be left out from the team shared knowledge when spotted. I dont know if this is already implement as i never paid attention, but smaller targets should remain visible on the radar less time than big targets once spotted and lost from sight. If this is possible, it would be a nice addition. As for a buff to speed, i already find them pretty freakin fast as is. And considering the Hit detection issues, i'd try buffing those stuff above before touching their base speed. Thought Experiment: 1) Create a class and call it 'Recon Drone' or 'Robot'. Describe it in plain words, as intended to serve a support and non-combat role to benefit teammates and impact matches strictly though tactics. Code the class to be more effective than other classes at serving its described, non-combat role. 2) Create a class called 'Scout'. Describe it with words like "fast", "stealthy" and "assassin". Code the class to be only slightly faster than medium, only slightly stealthier than a heavy, and make it terribly disadvantaged in combat. 3) Find newcomers to Dust and ask them to choose from the two options above. Keep tabs on the ones who choose Scout. 4) Wait a few months, then ask the Scouts who remain if (a) do you feel cheated and (b) will you stick around Dust if we make you better at non-combat roles? -Shotty GoBang
i agree scouts are pretty misguiding. Or to be more accurate, dont fulfill the promised role. |
Shotty GoBang
Pro Hic Immortalis
212
|
Posted - 2013.07.05 15:13:00 -
[33] - Quote
Laurent Cazaderon wrote: i agree scouts are pretty misguiding. Or to be more accurate, dont fulfill the promised role.
Thank you, CPM Laurent Cazaderon.
I responded a moment ago to your response in the feedback thread (referenced above). Please note that I do not intend to sound hostile. I only seek to challenge perception in pursuit of clarification.
- Shotty GoBang
|
f-ANT-astic-1
Blauhelme Orion Empire
1
|
Posted - 2013.07.05 16:39:00 -
[34] - Quote
Hi everyone,
just wanted to post something about those people who think scouts are so damn fast.
Base stats:
Minma scout: 7.9 m/s
Minma Assault: 7.4 m/s
This means the scout runs 0.5 m/s faster than the assault. So let's assume something:
You as a shotgun scout see the assault player which is 10 meters away. He didn't see you and starts sprinting only in one direction. Then you would need 10 sec to get in the 5 meter range.
I know this is only theory but it should demonstrate how much faster the scout suit really is.
So for all those minma assault players out there. Put one adv kin cats on and no scout will ever catch you.
Bye |
Karazantor
Mannar Focused Warfare Gallente Federation
46
|
Posted - 2013.07.05 16:43:00 -
[35] - Quote
Laurent Cazaderon wrote:Pretty much copy pasting what i said in a feedback thread here : This suit is in a pretty bad place at the moment. It could use a buff to its HP potential but in order to keep it in its niche, it shouldnt be a massive buff. Scouts are bound to remain pretty much paper made in comparison to other suit frames. But, they need to have a more tactical role as they're intended to be. Some suits to use with caution but that should be able to tactically impact the game. I think the 2nd equipment slot some add in Codex was a good idea. Equipment = Tactic. Imo it suits more the suit than adding any mod slot. Add to that a bonus to hacking speed for Scout suit instead of the reduction to radar signature. Again, tactical impact. Sneaky fast hacks. A buff to PG\CPU to support the second equipment role (and\or allow a better fitting to max HP a bit more) I also like the idea of "insert name" about buffing scan radius and efficiency. On the other hand, scouts cannot be left out from the team shared knowledge when spotted. I dont know if this is already implement as i never paid attention, but smaller targets should remain visible on the radar less time than big targets once spotted and lost from sight. If this is possible, it would be a nice addition. As for a buff to speed, i already find them pretty freakin fast as is. And considering the Hit detection issues, i'd try buffing those stuff above before touching their base speed.
Interesting ideas.
I honestly think we need scouts to have the ability (even if not inherent, it could be a special module) to be far less visible at range than other suits. I understood initially that this was what the profile dampers were for.
Disapointed to say the least. |
Karazantor
Mannar Focused Warfare Gallente Federation
46
|
Posted - 2013.07.05 16:45:00 -
[36] - Quote
Laurent Cazaderon wrote:Shotty GoBang wrote:[quote=Laurent Cazaderon-Shotty GoBang i agree scouts are pretty misguiding. Or to be more accurate, dont fulfill the promised role.
Yes, they are basically extremely thin assault suits as it stands (with a lot less cpu). |
Phazoid
The Unholy Legion Of DarkStar DARKSTAR ARMY
13
|
Posted - 2013.07.05 18:35:00 -
[37] - Quote
well the deal is that cloaks are not going to be scout restricted, so thats not going to fix the scout class, we need superior speed and movement and strafing and those things just to be on par other suits but if we dont get scout focused weapons or equipment its gonna be the same, assaults will keep doing the same as us, we need something that separate us from the other classes, i would love to see weapons just for scouts, or at least something just for us. |
Morathi III
Pro Hic Immortalis
116
|
Posted - 2013.07.05 20:19:00 -
[38] - Quote
First bring back the 50% bonus radius to both scout
Instead replace the radius bonus for gallente to a 3% pef lvl in precision
Give a dammage bonus when your unseen to the winni scout, hes more the assassin of the two
Give a headshot bonus to the gal, (we can now see back gal scout sniper and with pistol) |
Krom Ganesh
Holdfast Syndicate Amarr Empire
73
|
Posted - 2013.07.05 20:41:00 -
[39] - 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.
|
Matticus Monk
Ordus Trismegistus
171
|
Posted - 2013.07.06 08:24:00 -
[40] - Quote
f-ANT-astic-1 wrote:Hi everyone,
just wanted to post something about those people who think scouts are so damn fast.
Base stats:
Minma scout: 7.9 m/s
Minma Assault: 7.4 m/s
This means the scout runs 0.5 m/s faster than the assault. So let's assume something:
You as a shotgun scout see the assault player which is 10 meters away. He didn't see you and starts sprinting only in one direction. Then you would need 10 sec to get in the 5 meter range.
I know this is only theory but it should demonstrate how much faster the scout suit really is.
So for all those minma assault players out there. Put one adv kin cats on and no scout will ever catch you.
Bye
I have to comment on this, because your post comes across like you know what's up to the "people who think scouts are so damn fast". Show us, please.... or, actually, let me show you.
I agree with the spirit of your post in that base Scouts really are not that much faster than assaults, particularly the Minmatar assault. This is *more* a problem when running away from opponents as a scout's back is typically turned and the assault doesn't need to run to catch the scout; their bullets can usually do the job with greater ease.
But practice is different than theory. When it comes to running someone down, instead of running away, things are different.
The Minnie Assault has a run speed of 7.4, but a stamina of 175 (Scout is 200). But it only has 2 low slots. With a complex kin/cat and complex stamina mod the suit is at ~8.3 m/s sprint, 350 stamina (in reality these numbers are bigger as the L5 skills augment the base stats and module efficacy for both suits). To run these mods you need to take biotics skill to level 5, and the cardiac regulation to L5, and the kinetic catalyzation skill to L5. How many assualts make this kind of SP investment? My bet, is.... not that many, so the likelihood of running into a Minmitar assault with complex biotic mods? Not super high, I've never 'run' into one.
The Minnie scout running the same mods is at ~8.9 sprint, about 400 stam. It's pretty certain most minnie scouts have the skills to run the best biotics/stamina mods, it's a priority for this suit and playstyle. Your chance of running into one? Very good.
So, still closing on your .5 m/s speed gap, with 25 more stamina still..... assuming both players using complex mods.
And if someone is taking your advice to *only* run an Enhanced kin/cat on their Minnie assault suit....? Well, let's hope they are only trying to outrun another assault suit....
This doesn't take into account the few Gallente scouts running all biotics in their 4 low slots.... or the Minnie scouts running 2 complex kin/cats. 10+m/s sprint in both cases.
No doubt you can run as a Minmatar assault, especially with these mods. But, there are STILL so many scouts out there than will easily run you down.
Best bet - make the investment to use complex kin/cats and a stamina mod if you want your Minnie Assault to have a prayer to outrun a scout. Even then pray you run across a rare scout not using biotics, or using militia ones.... And if you try to run from a proto gallente packing bioitics in their 4 low slots? Well, turn around and fight I guess because now way will you get away. 10m/s sprint, stamina over 400 at LEAST.
You can't outrun me in your cumbersome assault suit - don't tell me that you can. in fact, don't even try... it's embarrassing to watch. |
|
DJINN Marauder
Hellstorm Inc League of Infamy
860
|
Posted - 2013.07.06 08:51:00 -
[41] - Quote
ehh i think scouts are pretty good. the only thing it really needs is a cpu pg buff. however an extra equipment would be nice too |
f-ANT-astic-1
Blauhelme Orion Empire
1
|
Posted - 2013.07.07 14:11:00 -
[42] - Quote
Matticus Monk wrote:f-ANT-astic-1 wrote:Hi everyone,
just wanted to post something about those people who think scouts are so damn fast.
Base stats:
Minma scout: 7.9 m/s
Minma Assault: 7.4 m/s
This means the scout runs 0.5 m/s faster than the assault. So let's assume something:
You as a shotgun scout see the assault player which is 10 meters away. He didn't see you and starts sprinting only in one direction. Then you would need 10 sec to get in the 5 meter range.
I know this is only theory but it should demonstrate how much faster the scout suit really is.
So for all those minma assault players out there. Put one adv kin cats on and no scout will ever catch you.
Bye I have to comment on this, because your post comes across like you know what's up to the "people who think scouts are so damn fast". Show us, please.... or, actually, let me show you. I agree with the spirit of your post in that base Scouts really are not that much faster than assaults, particularly the Minmatar assault. This is *more* a problem when running away from opponents as a scout's back is typically turned and the assault doesn't need to run to catch the scout; their bullets can usually do the job with greater ease. But practice is different than theory. When it comes to running someone down, instead of running away, things are different. The Minnie Assault has a run speed of 7.4, but a stamina of 175 (Scout is 200). But it only has 2 low slots. With a complex kin/cat and complex stamina mod the suit is at ~8.3 m/s sprint, 350 stamina (in reality these numbers are bigger as the L5 skills augment the base stats and module efficacy for both suits). To run these mods you need to take biotics skill to level 5, and the cardiac regulation to L5, and the kinetic catalyzation skill to L5. How many assualts make this kind of SP investment? My bet, is.... not that many, so the likelihood of running into a Minmitar assault with complex biotic mods? Not super high, I've never 'run' into one. The Minnie scout running the same mods is at ~8.9 sprint, about 400 stam. It's pretty certain most minnie scouts have the skills to run the best biotics/stamina mods, it's a priority for this suit and playstyle. Your chance of running into one? Very good. So, .6 m/s speed gap, with 50 more stamina..... assuming both players using complex mods. And if someone is taking your advice to *only* run an Enhanced kin/cat on their Minnie assault suit....? Well, let's hope they are only trying to outrun another assault suit.... This doesn't take into account the few Gallente scouts running all biotics in their 4 low slots.... or the Minnie scouts running 2 complex kin/cats. 10+m/s sprint in both cases. No doubt that a Minmatar assault can run taking your advice. But, there are STILL so many scouts out there than will easily run you down. Hell, they will probably catch you, stop, sharpen their knives while you run away again, then run you down again, pass you, turn around and stab you in the face. Best bet - make the investment to use complex kin/cats and a stamina mod if you want your Minnie Assault to have a prayer to outrun a scout. Even then pray you run across a rare scout not using biotics, or using militia ones.... And if you try to run from a proto gallente packing bioitics in their 4 low slots? Well, turn around and fight I guess because now way will you get away. 10m/s sprint, stamina over 400 at LEAST. You can't outrun me in your cumbersome assault suit - don't tell me that you can. in fact, don't even try... it's embarrassing to watch.
Hi Matticus Monk,
first off i am myself a scout player and i hate those medium suits . Maybe i shouldn't have made the post after a series of bad games. So i did get angry. All i wanted to point out is "look at the stats of the suits". If you see a scout who's running so fast is because he/she uses his/her whole low slots for biotic modules, and that cost sp like you said.
I am not complaining about the scout speed i am complaining about the people who don't realise what it costs to run those modules in cpu and pg not only sp. And what the scout player has to sacrifice (in his fitting) if he wants to run at 10 m/s.
Btw I had some better games now .
|
Crash Monster
Snipers Anonymous
964
|
Posted - 2013.07.07 14:37:00 -
[43] - Quote
It might be easier to specialize and be unique in a niche if various weapons and modules could be limited to suits of various sizes. We have this in a limited clunky way with heavy and light weapons.
You could even have modules that impact a specific weapon. Some type of scope modifier for the sniper rifle, for example, to extend range and and magnification, that you could toggle on or off. |
Chunky Munkey
Amarr Templars Amarr Empire
644
|
Posted - 2013.07.07 14:50:00 -
[44] - Quote
Simply give bonuses to all non-combat based abilities according to race/specialisations.
And cloaks. Cloaks for scouts. |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
88
|
Posted - 2013.07.07 16:44:00 -
[45] - Quote
"how would you fix scout?"
In crease strafing speed.
Give Minmatar one more low slot low slot.
Take the Gal's sidearm away and ad an equipment slot on the std and adv variants, and two equipment slots (three total) on the proto. And fix the Gal adv suit by giving it one high slot and three low slots, instead of two and two.
Buff raw HP back to chromosome levels maybe very slightly higher.
Fix scanning I've (heard it is broken).
Make scan radius/precision count for other suits by getting rid of the generic 10m scan radius that all suits currently have and it a stager through suit progression heavy smallest radius, the assault/logi, then scout with the largest.
Cloacking.
Done.
I could do the other races also but I feel like it. It's not like anyone is going to listen to me anyway. |
Sotapopthegrey gay
Storm Wind Strikeforce Caldari State
27
|
Posted - 2013.07.07 17:19:00 -
[46] - Quote
Disturbingly Bored wrote:I think most of us can agree that Light Frame/Scout has the hardest lot in the game. They're squishy, not so insanely fast to justify the other vulnerabilities, and Assault, Logi, and Heavy can each outclass them in a role that the Scout is supposed to do well. So what I'm wondering is: what would improve the class that wouldn't just make it more like one of the other classes? My thought: Have Light Frames only show up on radar if you spot them directly. Right now no amount of signature management matters if the other team has a six-man squad and at least one of them has direct line-of-sight to you. Target data shared between squad members nullifies stealth. This change would let them be the sneaky, deadly ninjas they should be if they're good at flanking and moving from cover to cover, without making them too assault-like or frame-rate-breakingly fast. Post your own interesting ideas, maybe we can inspire CCP.
give it a sniper rifle. |
Vrain Matari
ZionTCD
588
|
Posted - 2013.07.07 17:38:00 -
[47] - Quote
Disturbingly Bored wrote:I think most of us can agree that Light Frame/Scout has the hardest lot in the game. They're squishy, not so insanely fast to justify the other vulnerabilities, and Assault, Logi, and Heavy can each outclass them in a role that the Scout is supposed to do well. So what I'm wondering is: what would improve the class that wouldn't just make it more like one of the other classes? My thought: Have Light Frames only show up on radar if you spot them directly. Right now no amount of signature management matters if the other team has a six-man squad and at least one of them has direct line-of-sight to you. Target data shared between squad members nullifies stealth. This change would let them be the sneaky, deadly ninjas they should be if they're good at flanking and moving from cover to cover, without making them too assault-like or frame-rate-breakingly fast. Post your own interesting ideas, maybe we can inspire CCP. I'm thinking along the same line as the OP. The core issue for Scouts is detection and detectability.
Give all light frames a solid base scan range, say 15-20 metres, with the Scout suits being closer to the high end.
Reduce the scan profile of all light frames by 5dB, keep the Scout suit sig. profile bonus as-is. The thinking here is that if you want to detect a scout, you're going to have actively invest in it in terms of skillpoints and gear. The limiting factor is do we want scouts to be undetectable if they've maxxed their skills and run proto dampers?
A dual bonus to the use of active scanners: 1) Light frames using active scanners get lit up on the enemy tacnet much less(i.e. very dimly) and for a very short time(1 second). 2) Racial scout suits get a 20% bonus to range and a 10% bonus to sensor strength of active scanners.
With something like these changes, a scout could function as a scout.
P.S. On a partisan note, the Minmatar scout is awful tight on CPU. |
Crash Monster
Snipers Anonymous
968
|
Posted - 2013.07.07 18:32:00 -
[48] - Quote
Vrain Matari wrote:Aaaaaand another thing......vehicles should show up on ALL tacnets a hell of a lot sooner and at much greater ranges and with high precision - this just makes sense and would go a long way towards reasonably addressing the murder taxi issue.
How the hell they cruise quieter from a scanner perspective than a suit is beyond me! |
calvin b
Molon Labe. League of Infamy
5
|
Posted - 2013.07.07 22:11:00 -
[49] - Quote
Myself I like the idea of a scout but not how this game has it. My scout would be faster than the current one with out mods. Second they would cloak until they fired there weapon, but there would be a power drain when you activated it, not much like 5%. Third they would auto heal this would offset the paper armor. Fourth they would hack objectives 10% faster than any other suit. Penalties would be no side arm. If you run a paper suit you should have other advantages over others. Basically fast as hell with ninja like abilities. |
Operative 1171 Aajli
D3LTA ACADEMY Inver Brass
44
|
Posted - 2013.07.07 23:16:00 -
[50] - Quote
I'd prefer to fix other suits so we get a little more realistic combat environment.
I'm sick of all this jumping around like rabbits. Force players to move tactically and hide and shoot like real men.
Therefore, medium suits can't fire and jump at the same time and can't jump as far. Heavy suits won't jump at all not that it's much difference.
Cut the same speed for strafing.
Therefore, light suits can jump AND fire and strafing faster.
The only bunny rabbits on the field (if any) should be the light suits. |
|
Scout Hunter II
0uter.Heaven
0
|
Posted - 2013.07.07 23:38:00 -
[51] - Quote
hah scouts are balanced, your just too stupid too flank the enemy and you get droped like a worthless lump of flesh |
Niuvo
The Phoenix Federation
84
|
Posted - 2013.07.08 01:07:00 -
[52] - Quote
Maybe the coaking equipment can be used by the Scout role, not the light frame. Same with other restricted equipment. you know what I mean?, the assault class will have a restricted equipment that mediums can't use.
I'm agreeing with the posts here. We're gonna be deadly against each other. Scout snipers will be able to take out assault snipers with ease unless they've equipped dampeners.
I was in the warbarge and there were 13 assault and 3 light frames lol. A
All you need is one good scout to change the tide of war. Trust me on this one. |
OZAROW
A.N.O.N.Y.M.O.U.S. League of Infamy
67
|
Posted - 2013.07.08 03:36:00 -
[53] - Quote
Thank god for this thread push till dev answers. Mini advanced should be that of a proto you can only have a max hp of maybe 425 without running armor which no one would. Proto mini 3 high 3 low with mor CPU pg or 4 high an 2 low Galente scout should have a extra equipment slot at advanced an one more high slot at proto or a extra equipment slot instead
Both need the stamina to be the same as 1.1 uprising An nova knives should have no delay from button to swing it should be instant since its a choice scout weapon With faylocks , md, an proficiency 5 AR being so prodomient now plus most people left in dust have proto suits I don't thing this buff is too far from chromosome I don't think it's too much to ask for or at least have the old A -b variants like before Personally I just want strafing speed equal to your suit type ( scout, logi, assault , heavy) and to have the old stamina back an knives to work accordingly |
Brynjar Reko
STRONG-ARMED BANDITS
1
|
Posted - 2013.07.08 04:44:00 -
[54] - Quote
KalOfTheRathi wrote:Disturbingly Bored wrote: -- QQ snipped -- There are many suits in the Dust. Try a different one. Scouts suit (sorry) a specific set of purposes and work well for the Mercs that I play with. Shotties, Nova Knives and Hackers are all very functional.
What exactly is it that makes them better suited to these roles (other than nova knives on a Minmatar scout which at best are a niche weapon) than a medium suit with more modules, shield, and armor?
I did this rough math for another thread, but I'll put it here to illustrate my point as this is a better place for it:
Scout Proto with K5: shield-265 armor-70 sprint-9.09 movement-5.7 total cpu 10 total pg 3
Assault Proto with K5: shield-348 armor-135 sprint-8.52 movement-5.3 total cpu 46 total pg 0
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. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
132
|
Posted - 2013.07.08 04:58:00 -
[55] - 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. |
OZAROW
A.N.O.N.Y.M.O.U.S. League of Infamy
67
|
Posted - 2013.07.08 05:06:00 -
[56] - Quote
Laurent Cazaderon wrote:Pretty much copy pasting what i said in a feedback thread here : This suit is in a pretty bad place at the moment. It could use a buff to its HP potential but in order to keep it in its niche, it shouldnt be a massive buff. Scouts are bound to remain pretty much paper made in comparison to other suit frames. But, they need to have a more tactical role as they're intended to be. Some suits to use with caution but that should be able to tactically impact the game. I think the 2nd equipment slot some add in Codex was a good idea. Equipment = Tactic. Imo it suits more the suit than adding any mod slot. Add to that a bonus to hacking speed for Scout suit instead of the reduction to radar signature. Again, tactical impact. Sneaky fast hacks. A buff to PG\CPU to support the second equipment role (and\or allow a better fitting to max HP a bit more) I also like the idea of "insert name" about buffing scan radius and efficiency. On the other hand, scouts cannot be left out from the team shared knowledge when spotted. I dont know if this is already implement as i never paid attention, but smaller targets should remain visible on the radar less time than big targets once spotted and lost from sight. If this is possible, it would be a nice addition. As for a buff to speed, i already find them pretty freakin fast as is. And considering the Hit detection issues, i'd try buffing those stuff above before touching their base speed. That's your total solution? For me I highly disagree that that's all. Since 1.2 the stamina has changed, the amount used from. A quick sprint prevents jumpin especially more than twice to hop a hand rail to safety. Even with complex regulators which is useless compared to 2 kinetics on a mini. Not to mention this new stamina delay has to go, a heavy shouldn't be able to out jump or strafe a scout on his best day. 1.1 movement was fine for a scout as for equipment maybe extra on talented an a extra shield or speed slot on mini, with everyone using proficiency 5 weapons movement, stamina an jumping should have no delay on a scout suit, run out of gas after a sprint punch? Why even make cardiac regulators , hand to hand combat , endurance an kinetics skills, it a huge sp waste now. Also the strafe on all characters pretty much even makes nova knives miss 90% of the time and now I find the knifes have about a one second delay from button to slash time which makes the strafe too much of a problem so the knifes need a buff too since its a main scout weapon there should be no slash delay . Please run jump an slash a cluster of time at a enemy an then try to run an hop a railing like 1.1 and see if you can effectively pull this off. I just want it to work same as always not change after a 13 mill sp investment into one class, that is the point of the game so please test drive this an find the weak points I've pointed out an change them quickly before we lose more scouts to the cal logi Thank you . Oz |
mollerz
Minja Scouts
624
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Posted - 2013.07.08 05:15:00 -
[57] - Quote
DJINN Marauder wrote:ehh i think scouts are pretty good. the only thing it really needs is a cpu pg buff. however an extra equipment would be nice too
Except you aren't a scout.
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edguy 111
QcGOLD Astroya Conglomerate
0
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Posted - 2013.07.18 20:12:00 -
[58] - Quote
Brynjar Reko wrote:KalOfTheRathi wrote:Disturbingly Bored wrote: -- QQ snipped -- There are many suits in the Dust. Try a different one. Scouts suit (sorry) a specific set of purposes and work well for the Mercs that I play with. Shotties, Nova Knives and Hackers are all very functional. What exactly is it that makes them better suited to these roles (other than nova knives on a Minmatar scout which at best are a niche weapon) than a medium suit with more modules, shield, and armor? I did this rough math for another thread, but I'll put it here to illustrate my point as this is a better place for it: Scout Proto with K5: shield-265 armor-70 sprint-9.09 movement-5.7 total cpu 10 total pg 3 Assault Proto with K5: shield-348 armor-135 sprint-8.52 movement-5.3 total cpu 46 total pg 0 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.
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GVGISDEAD
Sinq Laison Gendarmes Gallente Federation
37
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Posted - 2013.07.18 20:14:00 -
[59] - Quote
Remove their light weapon slot.
Done |
Matticus Monk
Ordus Trismegistus
304
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Posted - 2013.07.18 20:23:00 -
[60] - Quote
f-ANT-astic-1 wrote: Hi Matticus Monk, first off i am myself a scout player and i hate those medium suits . Maybe i shouldn't have made the post after a series of bad games. So i did get angry. All i wanted to point out is "look at the stats of the suits". If you see a scout who's running so fast is because he/she uses his/her whole low slots for biotic modules, and that cost sp like you said. I am not complaining about the scout speed i am complaining about the people who don't realise what it costs to run those modules in cpu and pg not only sp. And what the scout player has to sacrifice (in his fitting) if he wants to run at 10 m/s. Btw I had some better games now .
Peace and speed be with you, scoutly brother. Let us run down many a medium suit in stealth and style!
o7!
(PS - back on topic; although I have made various suggestions in various threads about how to fix scout suits, there is a growing part of me that wants them to be kept as-is; you know - just to keep out the riff-raff....) |
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