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Posted: Sun Jan 20, 2013 3:16 pm
by Terran
rix hvy scouts are back :cool: :cool: :cool: :cool: :cool:

Posted: Sun Jan 20, 2013 3:48 pm
by pkk
Terran wrote:QUOTE (Terran @ Jan 20 2013, 04:16 PM) rix hvy scouts are back :cool: :cool: :cool: :cool: :cool:
History repeats itself, I smell a nerf of rix hvyscout. :ninja:

Posted: Tue Jan 22, 2013 6:06 am
by Terran
I think weed is too smart to fall into the voobs' trap

Just cause 3 ppl can pwn with this scout is no reason to nerf it for everyone. I think that is actually why he brought them back in the first place.

Posted: Tue Jan 22, 2013 6:20 am
by Mastametz
The only reason rix hvy scouts were nerfed (tied to tech base) and later removed, was due to constant launches oh high starting money so they could be rushed.
I invented it, I know.
It's not a balance issue, it's a game settings issue.

Posted: Tue Jan 22, 2013 7:16 am
by pkk
Sheriff Metz wrote:QUOTE (Sheriff Metz @ Jan 22 2013, 07:20 AM) It's not a balance issue, it's a game settings issue.
HvyScout vs SF on miner hunting.

Fig: You boost into the sector in numbers and power the miner.

SF: It takes a lot of time to set up, recharge energy, destroy the defenders (if you can) and kill the miner (if you have enough energy left).

Int: You boost into the sector in numbers and power the miner.

Rix HvyScout: Because of your low sig it's easy to sneak into the sector and call reinforcement. Your group kill the defenders with the 1.2k MiniAC and power the miner. With R6 ripcord upgrades it's much easier to create a concentration: First scout spots the miner (t + 0 sec), 2nd scout rips in (t + 10 sec), 3rd scout can start ripcording after the 2nd one is in (t + 20 sec), 4th scout can start ripping to first scout (t + 14 sec), once energy is recharged (takes only 3.33 secs), 5th scout can rip to 2nd scouts (t + 30 sec), 6th can rip once energy is recharged (t + 24 sec), 6th (t + 34 sec)... You can have the whole team in that sector within a minute if done right.

Creating such a concentration of firepower is not possible with any other "tech tree" in that short time. Just wanna see the first squad game, where the other team gets powered with that old but massively improved tactic.


EDIT:
If remember correctly, a well coordinated team can rip to that sector within below 10 secs. All you should need to do is setup ripcord targets:

(t+0) Scout 1 spots miner(t+0) Scout 2 starts ripcording to Scout 1(t+1) Scout 3 targets Scout 2 and starts ripcording, after Scout 2 started ripcording(t+2) Scout 4 targets Scout 3 and starts ripcording, after Scout 3 started ripcording(t+3) Scout 5 targets Scout 4 and starts ripcording, after Scout 4 started ripcording(t+4) Scout 6 targets Scout 5 and starts ripcording, after Scout 5 started ripcording(t+5) Scout 7 targets Scout 6 and starts ripcording, after Scout 6 started ripcording(t+6) Scout 8 targets Scout 7 and starts ripcording, after Scout 7 started ripcording(t+7) Scout 9 targets Scout 8 and starts ripcording, after Scout 8 started ripcording(t+8) Scout 10 targets Scout 9 and starts ripcording, after Scout 9 started ripcording(t+9) Scout 11 targets Scout 10 and starts ripcording, after Scout 10 started ripcording(t+10) Scout 12 targets Scout 11 and starts ripcording, after Scout 11 started ripcording(t+11) Scout 13 targets Scout 12 and starts ripcording, after Scout 12 started ripcording(t+12) Scout 14 targets Scout 13 and starts ripcording, after Scout 13 started ripcording(t+13) Scout 15 targets Scout 14 and starts ripcording, after Scout 14 started ripcording

Scouts next to miner:
(t+0) 1 Scout(t+10) 2 Scouts(t+11) 3 Scouts(t+12) 4 Scouts(t+13) 5 Scouts(t+14) 6 Scouts(t+15) 7 Scouts(t+16) 8 Scouts(t+17) 9 Scouts(t+18) 10 Scouts(t+19) 11 Scouts(t+20) 12 Scouts(t+21) 13 Scouts(t+22) 14 Scouts(t+23) 15 Scouts

Within 23 secs you'll have 15 scouts going for that miner. Happy hunting... :mrtank:

PS:
This can be even topped, if you take into account that a hvy scout recharged enough energy for a 2nd one after 3.33 secs.

Posted: Tue Jan 22, 2013 9:43 am
by NightRychune
but sr hvy scouts don't mount a front miniac, they only have a miniac gunner slot

unless weed changed that i didn't look at the core file

Posted: Tue Jan 22, 2013 10:42 am
by pkk
NightRychune wrote:QUOTE (NightRychune @ Jan 22 2013, 10:43 AM) but sr hvy scouts don't mount a front miniac, they only have a miniac gunner slot

unless weed changed that i didn't look at the core file
He changed it... ;)
Weedman wrote:QUOTE (Weedman @ Jan 19 2013, 10:26 PM)

Code: Select all

hvy scout has pw miniac pilot
rix hvy scout ammo = 500 (was 250)

Posted: Tue Jan 22, 2013 1:59 pm
by Weedman
play people

they have no turret gunners anymore

I'm not crazy

I think as a commander, when you play versus rix, you need to know that scouts will be on your stuff, so don't let miners or constructors wander alone is a good place to start.

Rix scouts are pretty good, but pretty easy to chase down and kill. They have higher sig than most. They can't dumbfire you. Yes they rip in. Trying to find a balance point.

Posted: Wed Jan 23, 2013 1:40 am
by Broodwich
i like the hvy scout but if sr scouts have a front mini ac that is ridiculous

On the rix scouts the turret was useless anyway, i always removed mine for less weight and so some voob couldnt waste my ammo. Having the two different versions is a good thing. I would say, perhaps you make the hvy (maybe advanced too?) sr versions free so more will take them, and they wont be bugging the commander all the time for money.

Posted: Wed Jan 23, 2013 2:17 am
by Camaro
You realize changing nanite from 0.5 to 0.75 on super heavy is actually a 50% increase right?