Scout overpowered_
#1
Posted January 30 2013 - 04:46 AM
My personal experience is scout is often at the top of the highsore. I have a recruit and I feel that a lvl 10 scout > lvl 25 recruit on a 1 vs 1.
On the previous update I thought berserker was overpowered, because I saw it often at the top of the highscores, people said it wasn't, so I got a berserker and I hence was often at the top of highscores most matches.
I have the sensation this new update watered down my (now lvl 23) berserker, as I can barely take on a lvl 10 scout. I was upset, because I had my berserker all customized, and I was kicking ass with it. But also I didn't want to switch to scout, because maybe it'll become fixed on next update (_).
Hopefully not as I just got a scout, though, because I wanted to confirm it's overpowered, and being a lvl 1 scout, I just got on siegue, and I got first on the highscore, with 11 kills and 8 death 8 assits (we were the losing team). I got 1400 xp and I'm already level 2.
Now I know some people disagree (probably recent scout owners like me) but since this is a beta, radical changes can be expected.
But nevertheless I felt to urge to input my feedback on this.
This last update was great, I get an overall feeling of improvement, big mechs now impose respect, and berseker is not overpowered anymore. But damn that flack cannon is effective, my suggestion is to lower the fire rate of the flak cannon, or make it closer range, I can inflict damage more accurately than the machinegun on long range. I know flak cannons are for long range but either reduce rate of fire or damage, that's my personal opinion.
Team DM - Strength is in numbers.
Missile Assault - Hiding behind missile silos doesn't work against grenadiers.
Siege - No AA, no glory.
DM-They WILL get you from behind while fighting someone else.
#2
Posted January 30 2013 - 04:53 AM
#3
Posted January 30 2013 - 04:59 AM
It'll take a lot more than rage and muscle
The hands of the many must join as one
And together we'll cross the river...
#4
Posted January 30 2013 - 05:03 AM
#5
Posted January 30 2013 - 05:06 AM
RisorialScion, on January 30 2013 - 04:59 AM, said:
You're talking like a berserker with hawkins and gren launcher would do something.
#7
Posted January 30 2013 - 05:11 AM
Gree, on January 30 2013 - 05:06 AM, said:
You're talking like a berserker with hawkins and gren launcher would do something.
Edited by RisorialScion, January 30 2013 - 05:12 AM.
It'll take a lot more than rage and muscle
The hands of the many must join as one
And together we'll cross the river...
#8
Posted January 30 2013 - 05:11 AM
SunshineSloth, on January 30 2013 - 05:07 AM, said:
At the moment there's only two things i'm scared of in the game: Heat Infiltrators and Scouts, AND THEY'RE EVERYWHERE
Edited by Juodvarnis, January 30 2013 - 05:11 AM.
*sigh*
#9
Posted January 30 2013 - 05:20 AM
RisorialScion, on January 30 2013 - 05:11 AM, said:
Gree, on January 30 2013 - 05:06 AM, said:
You're talking like a berserker with hawkins and gren launcher would do something.
#10
Posted January 30 2013 - 05:53 AM
Gree, on January 30 2013 - 05:20 AM, said:
RisorialScion, on January 30 2013 - 05:11 AM, said:
Gree, on January 30 2013 - 05:06 AM, said:
You're talking like a berserker with hawkins and gren launcher would do something.
I see DeaD HawkeN PilotS and they all are NooBS !
#11
Posted January 30 2013 - 05:58 AM
I find the Scout to be a tad over-powered, but not so much that it requires massive changes or class overhauls. The TOW/Heat (or Flak) are both extremely hard hitting BURST DMG weapons. Combine this with a nearly infinite boost capabilities (with ability) and you got a class that can not only can run you down, but get away without issue if things go south. That being said, a lot of scouts are played by exceptional players, and their skill at the game overpowers any slight advantage scouts have.
The other side of this is scout is easily countered but only by classes that don't see much play. Snipers (SS/Reap) can pick apart scouts, so long as they see them first (scout gets close then scout wins). A good C-Class can give em a hard time too.
Personally I think TOWs need a slight nerf, but only cause I love my infiltrator and super jelly I can't be OP HEAT/TOW
Edited by Owngasm, January 30 2013 - 06:00 AM.
#12
Posted January 30 2013 - 06:16 AM
Owngasm, on January 30 2013 - 05:58 AM, said:
agreed. had some great duels with gookywun yesterday. I was leveling my scout (lvl23 atm) and he was piloting his lvl 25 sharpshooter. I love to see people playing SS offensively, and I got my ass kicked on silo caps quite a few times.
ballistic barrage, slug shot, sabot shot, slug shot - A class is dead
edit. experienced grenadier and brawler can utterly destroy squishy scout, especially in close quarters.
Edited by stallion, January 30 2013 - 06:19 AM.
On a long enough timeline, the survival rate for everyone drops to zero.
#13
Posted January 30 2013 - 06:21 AM
Name: Boxer.
Primary Weapon: Right Jab (Blue Boxing Glove)
Secondary Weapon: Falcon Punch (Flaming Red Boxing Glove)
Serious:
Scout is the best CQC mech out there at the moment. That it overpowers other mechs at close range is really not a big surprise. My issue is that it's too powerful at ranged as well. That ToW hurts, and that Flak doesn't exactly miss at mid-range (Granted it doesn't do much damage either), but point is it still doesn't miss. You will continually be under pressure from being hit(depending on you), and if you try boosting behind cover you will give him enough time to close up, while he can still detonate ToW's behind your corner. This coming from a reaper/SS player though, so there's no wonder I get pressured by good scouts. . . Zerkers_ Infiltrators_ Still annoying. A-Class in general_ Still annoying. Yeah, I'm biased by my hate for A-classes. Nough from me.
Only thing I suggest is a ToW nerf really, maybe a spread increase on the Flak Cannon, but that would fuzzy bunny the brawler sideways, so that won't work.
Edited by TwiceDead, January 30 2013 - 06:23 AM.
#14
Posted January 30 2013 - 06:23 AM
Edited by dEd101, January 30 2013 - 06:25 AM.
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#15
Posted January 30 2013 - 06:26 AM
dEd101, on January 30 2013 - 06:23 AM, said:
It'll take a lot more than rage and muscle
The hands of the many must join as one
And together we'll cross the river...
#16
#17
Posted January 30 2013 - 06:30 AM
Juodvarnis, on January 30 2013 - 06:28 AM, said:
Juodvarnis, on January 30 2013 - 06:28 AM, said:
It'll take a lot more than rage and muscle
The hands of the many must join as one
And together we'll cross the river...
#18
Posted January 30 2013 - 06:32 AM
*sigh*
#19
Posted January 30 2013 - 06:59 AM
dEd101, on January 30 2013 - 06:23 AM, said:
Scout has same health bar as other A-Class and doesn't need to close any gaps if its a HEAT/TOW variant. Honestly, scout is medium risk, high reward. Infiltrators nades are much easier to dodge then TOW at mid range, and thus, infils will generally need to get closer, just like a scout (Flak scout, that is). Once close up, lets say you get your kill but gotta get away. Camo is useful but Refuel is gonna crush it.
That said though, Infiltrators are much better equipped to fight snipers since they can sneak up on them waaaay easier. So, I think it comes down to balancing these other counter-mechs to make them more favorable and fun to play. Also, Reapers seem to do fairly well against scouts, and cause of that, is my next mech (or maybe SS, but it looks sooooo dumb).
#20
Posted January 30 2013 - 07:25 AM
TwiceDead, on January 30 2013 - 06:21 AM, said:
Name: Boxer.
Primary Weapon: Right Jab (Blue Boxing Glove)
Secondary Weapon: Falcon Punch (Flaming Red Boxing Glove)
Serious:
Scout is the best CQC mech out there at the moment. That it overpowers other mechs at close range is really not a big surprise. My issue is that it's too powerful at ranged as well. That ToW hurts, and that Flak doesn't exactly miss at mid-range (Granted it doesn't do much damage either), but point is it still doesn't miss. You will continually be under pressure from being hit(depending on you), and if you try boosting behind cover you will give him enough time to close up, while he can still detonate ToW's behind your corner. This coming from a reaper/SS player though, so there's no wonder I get pressured by good scouts. . . Zerkers_ Infiltrators_ Still annoying. A-Class in general_ Still annoying. Yeah, I'm biased by my hate for A-classes. Nough from me.
Only thing I suggest is a ToW nerf really, maybe a spread increase on the Flak Cannon, but that would fuzzy bunny the brawler sideways, so that won't work.
Edited by Gree, January 30 2013 - 08:25 AM.
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