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AfroSunshineY Consequence
Clan Choinnich
14
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Posted - 2013.07.16 19:52:00 -
[1] - Quote
Dear fellow Scouts,
We live life on Hard Mode and that's the way most of us like it. There is something oddly attractive about flanking the enemy and hitting them where it hurts (before someone sneezes in your direction and gets rid of all your shield and half of your armor). I also love having the ability to bob and weave my way towards objectives that the enemy has clearly left unattended. Where I often run into trouble is in trying to get involved in direct combat with assault or heavies. Problems with hit detection on the shotgun (which is a real problem) and the limited survivability of the suit mean that a single mistake or missed shot on my part or on the part of the game itself means instant death.
Here are my views on the weakness of he suit: -the disparity between the speed of the scout suit and other (read: assault/Logi) suits is not enough to offset the decreased survivability of the suit --- this just seems like objective fact, especially when you take into account that those suits have more slots than even the prototype scout suits do and can increase their speeds to comparable levels. They'll never be as fast as a scout, but they never really need to be - they just need to be close enough in speed that their excess offensive/defensive capabilities can take over. I understand that this is a well worn argument but it bears repeating
-low PG/CPU means scouts have to compromise the modules/equipment they use, even with their limited available slots. For a scout to be worth his salt, it really is necessary to have PG/CPU skills as close to maxed as possible. This problem isn't unique to scouts of course. Every class has this concern - but because we start out with less PG/CPU and those skills seem to work on a percentage system, the payout for other classes of those skills is far greater than for the scout suit. Think of it this way: I envision the scout suit as mainly a forward leading suit. That is, the scout is not the leader of an assault (assault suits are), but they can be the ones that infiltrate enemy positions unseen, drop a drop uplink and set up the team to take a heavily guarded position (in other words they would "Scout" the position and enable others to take it). Conversely, if a position is unguarded, they should be able to quickly hack the position with some modicum of stealth in order to impact the outcome of the game. The problem with this vision of the scout as it relates to PG/CPU is that in order to fulfill any of these roles a scout must give up being able to defend him/herself or the ability to run at maximum speed, or the endurance needed for long distance sprints - thus making the role they're trying to fulfill impossible to fulfill effectively. It becomes much more simple to role in a minnie or cal logi suit with enough PG/CPU/Equipment slots to fulfill these roles - thus limiting the usability of the scout in the first place
My Suggestions to Possible Solutions: -Increase PG/CPU of the Scout Suit The liabilities of the suit should also be balanced by some benefits. One possibility is increasing our fitting capabilities such that we won't also be the class that it is most difficult to make an appropriate fit for.
-More equipment slots (in conjunction with the above) We are the weakest direct combat class but we should be able to make up for that with stealth. Hiding, laying remote explosives, setting up traps and teammates for extended assaults, all while remaining relatively unseen. It makes no sense that the scout (as it stands right now) is basically a watered down assault suit with less slots, equipment and overall capability all with the meager benefit of an additional .2m/s increase in movement speed (diff between Minnie medium and gallente light I Believe) The suit needs a real advantage that will appeal to a wider base of players than it does currently.
-Actually Make Stealth/Profile Dampening or something of the sort work Again, the stated "advantage" of this suit is its increased mobility(which I've already established as minimal) but also increased stealth. Unfortunately I don't feel as though "stealth" means much in this game. If I'm spotted halfway across a map by an assault/logi with an AR I'm still dead most of the time. There has to be something mitigating the fact that once we're seen there is often no way to counterattack (especially if we're not close enough), unless we too have an AR, which is an ineffective "assassination" weapon (possible OHK or something close) unless coupled with damage modifiers in slots which, oh look, we don't have
-Slight speed increase to base model of both suits, but especially the gallente scout - I've already established my reason for this but it bears repeating - if speed is to be an advantage, it should be a real advantage, not one that can be easily mitigated by the additional slots of medium suits -Slight increase to overall survivabilty, regeneration and or stamina There's a problem when a prototype scout doesn't have as much hp as a militia as a militia caldari medium. I don't know if it's just me but I sincerely feel as though the discrepancy in survivability is just too large and isn't mitigated by any other factors
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AfroSunshineY Consequence
Clan Choinnich
14
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Posted - 2013.07.16 19:53:00 -
[2] - Quote
I'm just going to stop here because this thread is already too long and if it were me I probably wouldn't actually read most of it, but I will conclude by saying, I am of the opinion that scouts need a SLIGHT buff. Most scouts enjoy the challenge and the suggestions I put forth are just that - suggestions. Some combination of those suggestions, I feel, will finally carve out a niche for the suit, where it can say, "I am the best at this, and those other suits are just pretending". That's all I'm asking for. Most scouts don't want a win-button suit. I take pride in going 7 and 10, but knowing that my team won because I wasn't kill hoarding but actually trying to win the game even though winning the game has no real implications, which is another problem in and of itself.
TL;DR -Scouts need a mild buff in some combination of speed, survivability, flexibility of fitting and stealth in order to be viable assets to a game, team or corp |
AfroSunshineY Consequence
Clan Choinnich
17
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Posted - 2013.07.16 22:27:00 -
[3] - Quote
Daxxis KANNAH wrote:OP - Gallente Scout can already exceed Minmatar Scout sprint speed and also run longer because there is the additional low slot which can be used for a Cardiac regulator.
I would ammend post to just state an increase in base sprint speed.
I also think that if they arent going to give light suits more slots with enough CPU/PG then they should boost CPU/PG so they can run practically proto everything. That could make the scout suit more effective but force the user to be more careful with their expensive fit.
Anxiously waiting the update to see how CCP balanced the suits.
I'm aware of that - but it's not about speed really. The gallente scout can exceed the Minnie scout in speed only if all 4 low slots in a protosuit are dedicated to kinetic cat. Unfortunately, this means we only have one high slot available to do anything else with our fits. While MInnies can attain almost the same speed with 2 low slots and have 3 high slots for more protection or more damage.
One other suggestion that I just completely forgot, but I think was implied was to decrease the discrepancy in total slots, especially at the prototype level. Again, I will pick on Logi's and say that it makes little sense for a Logi to have ~2x the number of total slots as a scout (ex. Cal Logi's 9 to Scout's total of 5). They should have more certainly, but maybe give the scout 6 total slots (I would say that the amarr Logi is probably one of the best balanced suits in the game though) |
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