the detractor thread

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Elzam_
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Post by Elzam_ »

Scouts can NAN any other ship
Last edited by Elzam_ on Tue May 17, 2011 2:50 am, edited 1 time in total.
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Broodwich
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Post by Broodwich »

scouts can see farther than any other ship so they dont get into a situation where they get $#@!ed in the first place
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LANS
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Post by LANS »

DonKarnage wrote:QUOTE (DonKarnage @ May 16 2011, 10:43 PM) :o
Figs can boost and ripcord. (Quickest ripcord of any ship)
Interceptors can boost away. (Highest speed of any ship)
Stealths can cloak. (Lowest sig of any ship)
Scout's can... drop a prox and hope they're far enough back to eat it? :unsure:
Figs are meant to get in close, deal lots of damage, rip home.
Ints are meant to get in close, pod everything, take a lot of damage, and either boost home or smash on a rock and get picked up.
Stealths are meant to almost suicidally run at miners and constructors. When defended miners die to stealths, the SFs don't often make it out in their ships.
Scouts on offense aren't meant for firepower, combat nans in PuGs are rare, and if you are just probing or providing eyes in a sector, or setting up a TP2, you shouldn't be eyed in the first place. If you are, you're doing it wrong.

Scouts can also see far enough that with the slightest bit of attention you can rip home before anyone gets close.
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Cadillac
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Post by Cadillac »

DonKarnage wrote:QUOTE (DonKarnage @ May 17 2011, 03:43 AM) :o
Figs can boost and ripcord. (Quickest ripcord of any ship)
Interceptors can boost away. (Highest speed of any ship)
Stealths can cloak. (Lowest sig of any ship)
Scout's can... drop a prox and hope they're far enough back to eat it? :unsure:
Each ship has its own advantage and disadvantages. You have to know how to use it properly depending on the situation, not try to balance the ship to try and make it "fair".

Fair is boring.

As brood said, the scout's scan range means that they should be able to see danger way before anyone else (assuming a neutral sector) and have enough time to either hide, run or rip. This line of sight advantage is far more valuable than you give it credit.

Scouts are easy to kill precisely because they provide invaluable intel as soon as they enter the sector, camped or otherwise. Sure it's harder for them to get past manned alephs than other ships such as an int, but what use is an int going to be going blind into a sector?
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BillyBishop
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Post by BillyBishop »

DonKarnage wrote:QUOTE (DonKarnage @ May 17 2011, 02:43 AM) Scout's can... see the enemy before anyone and move to avoid said enemy
Fixed.
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Post by DonKarnage »

Only if you're already in the sector :sad:
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Jimen
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Post by Jimen »

How is lowering the scout's mass going to save you from an aleph camp?
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lexaal
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Post by lexaal »

Hi Jimen,

Welcome to XC. In future I want to read more of your awesome contributions.
I have a johnson photo in my profile since 2010.
Cadillac
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Post by Cadillac »

Troll elsewhere please.

We are actually trying to have a discussion here.
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Jimen
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Post by Jimen »

Don't be so hard on Lex. I'm pretty sure he's illiterate.
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