Shotty GoBang
Pro Hic Immortalis League of Infamy
409
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Posted - 2013.07.26 14:54:00 -
[1] - Quote
CCP Wolfman wrote:
Rotation speed modifiers on dropsuits GÇô we are currently testing the removal of rotation speed modifiers on the dropsuits. This means all suits will be able to aim at the same speed. This really only has significant impact for heavy frames. So far itGÇÖs felt good, the fatties are happy. As a side note weGÇÖre also testing an increased strafe speed for heavies as well.
Aim assists already in the game GÇô aiming friction is still active in the game. This slows your input when close to a target so it is easier to get on and stay on target.
Mouse and rotation cap GÇô To be extra clear, the rotation speed cap is gone. This is what prevented you from turning quickly making the mouse feel sluggish and flat. It is now a lot faster, I think you will find it much improved.
Mouse ADS speed GÇô yes it has been retuned. ADS is now faster.
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CCP Wolfman
Hi Wolfman,
Thanks for the detailed report. Can't help but wonder how these improvements will affect fellow Scouts. There was a time when a scout's stealth and mobility made him a tough opponent in CQC.
In Chromosome, we could dispatch those we flanked while remaining undetected. We could strafe attack mediums, predicting their bullet stream and avoiding it by inches. We could disengage from combat and safely reach cover. We could zig-zag at high speeds to evade snipers. We could mario fatties. Perhaps these acrobatic feats were too strong, as none of them apply to today's scout.
Concerns:
Changes introduced in Uprising 1.0 greatly reduced the odds of an undetected surprise attack. Today, a flanked opponent more often than not has time to turn around when attacked from behind. The clever scout who flanked his prey often dies during his attack or shortly thereafter, his position invariably having been compromised.
Changes in 1.2 made it tough for scouts to evade fire at every range. We can no longer evade sniper or forge gun fire. We can rarely escape combat once detected. Any medium-frame can easily overcome a CQC scout's mobility advantage by hip-fire strafing or backpedaling.
Changes planned for 1.4 introduce new concern as they will render useless any remaining advantage a scout's mobility may offer in close quarters. If the above improvements were implemented today, any flanked target would have very high odds of prevailing in an assassination attempt by scout.
Suggestions:
Scouts still need a defining role. Mediums are good at everything. Heavies have access to awesome gear and extraordinary survivability. Scouts have stealth and mobility, both of which no longer apply, as per above concerns. Ideally, a scout's role would be defined by trait rather than gear (given our already limited CPU/PG and slot configurations). Here are few trait suggestions which would put a smile on the face of every disgruntled scout:
- Auto-Cloak: Scout suits refract light. Always on until scout fires a weapon.
- TacNet Immunity: Scouts never appear on enemy radar.
- Hacker: Scouts have the innate ability to flip enemy gear and hack objectives faster.
- Backstab: Any damage dealt by scout to an opponent's back is multiplied.
- Spawn Toggle: Scouts carry an internal uplink which can be manually toggled.
- Crysknife: Scouts carry an assassin's blade which does not occupy a weapon slot.
The changes pending in 1.4 will most certainly push the scout further down the UP scale. Any of the above suggestions would bring us back into the game.
Thanks for your consideration,
- Shotty GoBang
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