Right now as I'm sure most of you are aware the TF Hvy Scout is blessed with 3 gun-mounts, the first of which only mounts gat and the 2nd and 3rd mount gat and nan. This is problematic because players are only able to either fire one gun at a time or to fire all of their guns. This means in order for TF Hvy Scouts to use both their nans they must unmount their first gat or fire it along with their nans.
Un-mounting the gat takes up precious cargo space and firing the gat wastes ammo and worse if friendly fire is on.
The solution seems simple to me, just give TF Hvy Scouts the ability to mount 3 nans. It wouldn't make them all that much better as most players don't even use the 2 nans on the Adv Scout because of how much energy it takes and it would make TF Hvy scouts a lot easier to use.
Tf Hvy Scouts and their guns
This idea seems like you took no time to think about this.Bob The Hobo wrote:QUOTE (Bob The Hobo @ May 24 2009, 05:48 PM) The solution seems simple to me, just give TF Hvy Scouts the ability to mount 3 nans. It wouldn't make them all that much better as most players don't even use the 2 nans on the Adv Scout because of how much energy it takes and it would make TF Hvy scouts a lot easier to use.
Imagine for example you are bombing through a camp or bombing against ADV Sup and people will try to dumb spike the bomber or kill it as soon as it comes in.
3 nans x X number of scouts will allow you to repair all that damage instantly and then hit 1 to switch back just to one nan for the duration of the run.
Brute force attacks against TF targets will be eliminated and there will be no such thing as overpowering the nan if we give them 3 nans
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.
QUOTE This means in order for TF Hvy Scouts to use both their nans they must unmount their first gat or fire it along with their nans.[/quote]
So? Fire your gat. It only matters if ff is on. Which it is in precisely 0.000001% of games.
So? Fire your gat. It only matters if ff is on. Which it is in precisely 0.000001% of games.
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.
Hrm... perhaps a Nan and then two "Light Nans" - you could do this without any additional pre/defs (Tie it to TF, Heavy Scout, and whatever Nan level), it's just a matter of what is considered light. Perhaps the equiv of two nans, to accomplish the same as current but without the gat firing, or slightly higher than two nans (Both total, of course).
On the other hand - Having three nans is incredibly powerful. Maybe they should be changed to one nan - Not only is this used more often anyway, it's a perk for energy consumption and you can fire just the nan and switch to the gat without waiting 5 seconds
On the other hand - Having three nans is incredibly powerful. Maybe they should be changed to one nan - Not only is this used more often anyway, it's a perk for energy consumption and you can fire just the nan and switch to the gat without waiting 5 seconds



How long can they fire 3 nans though?spideycw wrote:QUOTE (spideycw @ May 24 2009, 03:21 PM) This idea seems like you took no time to think about this.
Imagine for example you are bombing through a camp or bombing against ADV Sup and people will try to dumb spike the bomber or kill it as soon as it comes in.
3 nans x X number of scouts will allow you to repair all that damage instantly and then hit 1 to switch back just to one nan for the duration of the run.
Brute force attacks against TF targets will be eliminated and there will be no such thing as overpowering the nan if we give them 3 nans

Don't find fault, find a remedy; anybody can complain.
Cookie Monster wrote:QUOTE (Cookie Monster @ Apr 1 2009, 09:35 PM) But I don't read the forums I only post.
I guess my point is that if you were to make the TF heavy scout energy regen be a bit nerfed, it's conceivable that you could prevent only the first spike.
Also, does equal number trip nan2 outdamage trip mini3? How about trip gat3?
<-- is not saying whether this is a good idea or not, just trying to get all the info out there
Also, does equal number trip nan2 outdamage trip mini3? How about trip gat3?
<-- is not saying whether this is a good idea or not, just trying to get all the info out there

Don't find fault, find a remedy; anybody can complain.
Cookie Monster wrote:QUOTE (Cookie Monster @ Apr 1 2009, 09:35 PM) But I don't read the forums I only post.

ACS grad since 2nd Feb. 2010