Here are some stats for basic scouts
Sig - .75 (.9 Belt)
Speed - 160
Scan - 2400
Energy - 1200
HP - 200 (400 Belt)
Adv scouts
Sig - .5 (.6 Belt)
Speed - 180
Scan - 3000
Energy - 1500
HP - 225 (525 Belt)
Hvy Scouts
Sig - .5
Speed - 180
Scan - 3000
Energy - 1800
HP - 250 (550 Belt)
The jump from basic to adv scouts is huge. The jump from adv to hvy scouts has much more to do with cargo (and energy) than anything else.
Proposal - part one: Adjust adv scouts so that there is more of a progression from basic to hvy
Adv scouts
Sig - .63 (.75 Belt)
Speed - 170
Scan - 2700
Energy - 1500
HP - 225 (475 Belt)
Not only does this Make Sense™, but will provide a slight cost nerf to sup's tp2. Right now, once sup gets adv scouts, you can pretty much tp2 at will. This will motivate tp2 teams to mine longer for hvy scouts (or try their luck with less stealthy scouts).
Adjusting Adv Scouts
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Clay_Pigeon
- Posts: 3211
- Joined: Tue Mar 29, 2005 8:00 am
- Location: my pod
This isn't necessarily a terrible idea, but... people buy hvy scouts for the weapons. How is this not obvious?
Last edited by Compellor on Tue Feb 16, 2010 5:10 am, edited 1 time in total.
Any job worth doing with a laser is worth doing with many, many lasers. -Khrima
Beyond a shadow of a doubt if you don't watch them like a hawk they will stack their collective balls off - MrChaos on Alleg players
Beyond a shadow of a doubt if you don't watch them like a hawk they will stack their collective balls off - MrChaos on Alleg players
I guess I'm not clear what "problem" this fixes clay?
Is it that tp 2 is too easy to do with just adv scouts and teams should need to have these new modified heavy scouts to have a higher chance of success?
Is it that tp 2 is too easy to do with just adv scouts and teams should need to have these new modified heavy scouts to have a higher chance of success?
I'm sorry I don't remember any of it. For you the day spideycw graced your squad with utter destruction was the most important day of your life. But for me, it was Sunday
Idanmel wrote:QUOTE (Idanmel @ Mar 19 2012, 05:54 AM) I am ashamed for all the drama I caused, I have much to learn on how to behave when things don't go my way.
My apologies.
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NightRychune
- Posts: 3065
- Joined: Tue Feb 17, 2004 8:00 am
He is saying that adv scouts need a nerf so they more of a halfway-house between basic and heavy. Nowhere did he recommend buffing heavies.spideycw wrote:QUOTE (spideycw @ Feb 16 2010, 06:11 PM) I guess I'm not clear what "problem" this fixes clay?
Is it that tp 2 is too easy to do with just adv scouts and teams should need to have these new modified heavy scouts to have a higher chance of success?
He also pointed out that this will also be a slight nerf to tp2, because it will be slightly harder to tp2 with adv scouts.
Usually though, "skill" is used to covertly mean "match the game exactly to my level of competence." Anyone who is at all worse than me should fail utterly (and humorously!) and anyone better is clearly too caught up in the game and their opinions shouldn't count.
While the concept makes some sort of logical sense to me. This line sends off alarm bells in my head.Clay_Pigeon wrote:QUOTE (Clay_Pigeon @ Feb 16 2010, 04:20 AM) This will motivate tp2 teams to mine longer for hvy scouts (or try their luck with less stealthy scouts).
In my personal opinion, longer games are bad for the community, so things that would force games to be longer would not be an improvement to the core.
Last edited by notjarvis on Tue Feb 16, 2010 8:42 am, edited 1 time in total.
If you think tp2's overpowered, then how about actually nerfing tp2, instead of nerfing ships that most people already don't consider worth the cost (based on how rarely they're bought)? Shockingly enough, adv and hvy scouts do have a use beyond "tp2 dropper" and "has a turret" respectively, although you wouldn't know it with how late they typically start to appear. Honestly I think the whole scout techtree is borked and needs to be reworked, but that's a discussion for another day.


