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        | Author | Thread Statistics | Show CCP posts - 0 post(s) | 
      
      
        |  xSaloLx
 GunFall Mobilization
 Covert Intervention
 
 30
 
 
      | Posted - 2013.07.19 02:14:00 -
          [1] - Quote 
 I've just started branching into LAVs and mostly stick to the LLAV and the Blood Raider, but last night I tried out the Scout and, oh boy, I'm in love. The speed, the agility, that lovely blue lightning bolt speeding across the battlefield. It's just a fun little thing to drive.
 
 However, upon further tinkering, I find it's abilities sadly shortcoming. WIth paper thin defences, lackluster slot layouts and CPU/PG, low speed despite good acceleration, and high cost, there's really no reason to use it over any other models.
 
 Looking at the skill benefits (+2 acceleration and turret rotation speed), it seems that CCP wanted the SLAV to be an attack vehicle or sorts, but with all the draw backs and lacking bonuses, I think it's time for some drastic improvements. Here's what I suggest, (as you read, try to understand my main points, not just the numbers I state):
 
 -Reduce the cost significantly or give me a better reason to buy a +110k paper car.
 
 -Slightly more PG and CPU for more usability (I don't know how these calculations work for balancing purposes, but a little more would be appreciated).
 
 -One more high/low slot for shield/armour variants (see note above).
 
 -Greater stock speed than other LAV models (again, only the acceleration is different).
 
 -Add a stock Active Scanner Module (or something useful and scout-like) like the LLAV's remote repairer.
 
 -Finally, In addition to the current bonuses, I want a 10, 15 or 20% bonus to all turret damage per level Yes a 100% increase to all turret damage. This may be represented in some other ways, but what I'm trying to get across is that this should be a hell of a glass cannon, able to threaten LLAVs.
 
 My vision for the scout is that it is able to chase down and threaten enemy LAVs better than anything else on the battle field as well as serve as a recon vehicle, but not be too aggressive due to it's fragility (considering it takes 1 standard AV grenade to whip out the Callisto's shields). The rock, paper, scissors lay out would go something like: Infantry< LAVs< SLAVS< Infantry (tanks basically win except to infantry, dropships fit somewhere too but that's a different topic).
 
 Thank you for reading, feel free to comment, add, like, change, cry, etc. etc.
 
 Drive safe
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        |  Aero Yassavi
 PIE Inc.
 Praetoria Imperialis Excubitoris
 
 633
 
 
      | Posted - 2013.07.19 02:33:00 -
          [2] - Quote 
 Add a passive scanner to the vehicle which has a very generous range to it as well as lowering the profile signature of the LAV itself and the amount of noise it makes. Then increase the player count and expand maps to make up two sections instead of one (currently there is only 1 big map and we play on various sections of it which coincidentally happen to be right next to each other) so that there is a need to go faster.
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        |  Pikachu Power
 XERCORE
 E X T E R M I N A T U S
 
 38
 
 
      | Posted - 2013.07.19 03:27:00 -
          [3] - Quote 
 LLAV + 2 jovians + proto nitros = scout lav + gunlogi = death machine
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        |  Artemis Kaiba
 Shadow Broker Wet Squad
 
 12
 
 
      | Posted - 2013.07.19 04:14:00 -
          [4] - Quote 
 I like your ideas on the subject, especially the Active Scanner addition.
 
 I, however, don't agree with your "rock-paper-scissors layout". Infantry should see no or low danger from LAV, high danger from HAV (come on, it's a tank, why it should be afraid of infantry ? the situation we have now is ridiculous but it's another topic). HAV then should see high danger from turret installation. That the layout I see :
 
 Infantry hacks Turret installations
 Turret installations kills HAVs
 HAVS kills Infantry
 
 In such layout, scout and logi LAV have the same role for HAV that scout and logi dropsuit have for heavies : recon and support respectively.
 
 In that optics, more speed and Active Scanner is justified. The scout cost could also be adjusted (LAV just like for dropsuit :D )
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        |  xSaloLx
 GunFall Mobilization
 Covert Intervention
 
 31
 
 
      | Posted - 2013.07.19 07:16:00 -
          [5] - Quote 
 
 Artemis Kaiba wrote:I like your ideas on the subject, especially the Active Scanner addition.
 I, however, don't agree with your "rock-paper-scissors layout". Infantry should see no or low danger from LAV, high danger from HAV (come on, it's a tank, why it should be afraid of infantry ? the situation we have now is ridiculous but it's another topic). HAV then should see high danger from turret installation. That the layout I see :
 
 Infantry hacks Turret installations
 Turret installations kills HAVs
 HAVS kills Infantry
 
 My RPS layout is kind very rough. It's not to say that infantry can do nothing verse LAVs, just that the scout would have the advantage over infantry due to the ability to chase standard LAVs down and destroy them.
 
 Tanks are another issue, but I do think they should fear infantry to keep them from running everywhere by themselves. They need to rely on their infantry to counter AV.
 
 Lol at tanks fearing installations, assuming any are left after the first 3 minutes of the game. The true counters to tanks are other tanks and infantry AV.
 
 
 Quote:In such layout, scout and logi LAV have the same role for HAV that scout and logi dropsuit have for heavies : recon and support respectively.
 In that optics, more speed and Active Scanner is justified. The scout cost could also be adjusted (LAV just like for dropsuit :D )
 
 I don't know what kind of scouts you've seen running around, but from what I've seen, scouts play quickly and aggressively. They tend to work the outsides due to fragility and specialize in quick, individual takedowns (think nova knives, flaylocks, SMGs etc).
 
 The SLAV will be the same way: quick, shady, deadly, but fragile. It's main targets will be lone wolf LAVs venturing into friendly territory and infantry that are sneaking around the outside (thus the active scanner). They can't handle frontline fights due to fragility, so they're stuck with rear-gate defense role.
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        |  xSaloLx
 GunFall Mobilization
 Covert Intervention
 
 44
 
 
      | Posted - 2013.07.22 03:07:00 -
          [6] - Quote 
 Bump
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        |  gbghg
 L.O.T.I.S.
 RISE of LEGION
 
 2908
 
 
      | Posted - 2013.08.02 01:15:00 -
          [7] - Quote 
 Definitely agreed with those ideas, the addition of a built in AS is a must though.
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        |  Harpyja
 DUST University
 Ivy League
 
 421
 
 
      | Posted - 2013.08.02 01:21:00 -
          [8] - Quote 
 A corpmate tried the Callisto once. It got destroyed in one volley by a proto swarm. I'm not sure if he ever used one since.
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        |  THE TRAINSPOTTER
 ROMANIA Renegades
 C0VEN
 
 56
 
 
      | Posted - 2013.08.02 03:17:00 -
          [9] - Quote 
 yes scout LAV is a expensive paper car
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        |  Killar-12
 Molon Labe.
 League of Infamy
 
 370
 
 
      | Posted - 2013.08.02 04:07:00 -
          [10] - Quote 
 
 xSaloLx wrote:I've just started branching into LAVs and mostly stick to the LLAV and the Blood Raider, but last night I tried out the Scout and, oh boy, I'm in love. The speed, the agility, that lovely blue lightning bolt speeding across the battlefield. It's just a fun little thing to drive. 
 However, upon further tinkering, I find it's abilities sadly shortcoming. WIth paper thin defences, lackluster slot layouts and CPU/PG, low speed despite good acceleration, and high cost, there's really no reason to use it over any other models.
 
 Looking at the skill benefits (+2 acceleration and turret rotation speed), it seems that CCP wanted the SLAV to be an attack vehicle or sorts, but with all the draw backs and lacking bonuses, I think it's time for some drastic improvements. Here's what I suggest, (as you read, try to understand my main points, not just the numbers I state):
 
 -Reduce the cost significantly or give me a better reason to buy a +110k paper car.
 
 -Slightly more PG and CPU for more usability (I don't know how these calculations work for balancing purposes, but a little more would be appreciated). I'd say fixing the PG skill would fix most issues here
 
 -One more high/low slot for shield/armour variants (see note above).
 
 -Greater stock speed than other LAV models (again, only the acceleration is different). Agrees
 
 -Add a stock Active Scanner Module (or something useful and scout-like) like the LLAV's remote repairer. Yeah this or a nitrous module
 
 -Finally, In addition to the current bonuses, I want a 10, 15 or 20% bonus to all turret damage per level Yes a 100% increase to all turret damage. This may be represented in some other ways, but what I'm trying to get across is that this should be a hell of a glass cannon, able to threaten LLAVs.
 
 My vision for the scout is that it is able to chase down and threaten enemy LAVs better than anything else on the battle field as well as serve as a recon vehicle, but not be too aggressive due to it's fragility (considering it takes 1 standard AV grenade to whip out the Callisto's shields). The rock, paper, scissors lay out would go something like: Infantry< LAVs< SLAVS< Infantry (tanks basically win except to infantry, dropships fit somewhere too but that's a different topic).
 
 Thank you for reading, feel free to comment, add, like, change, cry, etc. etc.
 
 Drive safe
 
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