Scout overpowered_
#101
Posted February 08 2013 - 01:35 PM
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...
#102
Posted February 08 2013 - 01:47 PM
burns1124, on February 05 2013 - 06:59 AM, said:
deusex2, on February 05 2013 - 06:35 AM, said:
i think a discussion can be had about aspects of a beta game without it being labeled complaining...
or is anything that can be percieved as negative not allowed, or not cool_
and this thread wouldn't be this long if nobody else agreed... I've made threads that no one responded to,
and in a way that is a response, I dont know what the solution is but,I think discussion about any most any
issue is benificial... pretty sure thats why this forum exists....
#103
Posted February 09 2013 - 04:34 AM
Keiichi81, on February 08 2013 - 11:54 AM, said:
Actually you're wrong.
You're comparing each gun's maximum damage as ONLY factor. But you're forgetting about weapon's range. As some weapons don't provide 100% of maximum damage, depending on range.
The SS will always provide 100% of damage, whenever it hits. When mini-flak's bullet spreads. It has short range. If hits, provides 100% standing right next, 50% from mid-range and 5% from sniper's position. This is only aprox, but do know what I'm saying_
I agree that mini-flak is more effective at mid-range than machinegun, and lets not even mention minigun.
Also Tow never provides its full damage. It's only 100% on direct hits. But that's hardly the case on combat.
As SS's only have to worry about placing the crosshair on top of the target. You don't have to "shoot where the target is going to be", as you'd do with tow, and sometimes is a bit about guessing where the target's going to dodge.
And to make a hit with tow in very long range, target would have to be absolutely distracted, stationary... maybe get them while shooting the siege's ship,completely oblivious to their surroundings. Otherwise it's easy to dodge. When you can't dodge a SS's bullet, it either hits or the SS player missed, no matter what distance you're at.
Edited by Dogzer, February 09 2013 - 04:46 AM.
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.
#104
Posted April 02 2013 - 01:06 PM
Even if they were to be gimped, I'd still use them, I just like being a mobile pain in the copper keester, I feel they should really be regulated to a support class for nabbing objectives and distracting/softening up other players.
But I'm a giant fuzzy bunny, so I'm probably going to buy a couple anyway And for all the horror a single Scout currently brings, multiple Berserkers with Vulcans and a firing rate/mobility increase is just some kinda NIGHTMARE no one EVER deserves to be put through (though feel free to PM me about forming an all Scout/Berserker team, k thnx )
#105
Posted March 15 2014 - 06:27 PM
#106
Posted March 15 2014 - 06:33 PM
Logo123, on March 15 2014 - 06:27 PM, said:
Do you realize you posted on an almost year old thread_ Relevance in the commenters aren't really here. Except the fact people are still complaining about it.
Edited by Farlanghn, March 15 2014 - 06:45 PM.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users