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burns...you and redvan are so full of fuzzy bunny. I've been playing for a good while now and I've run into both good and bad players in scouts and I can tell you that there is no way in hell it should be able to alpha the way it does.
Full of fuzzy bunny you say_ Played "Quite a while" you say_ September 13, 2013, that's a little over 3 months. I have played this game since December 15, 2012, and Red a great deal longer than that, as he was part of the invite only phases of alpha and beta. You sir, have a fraction of the experience and time in game that either of us have. This said, it does not completely invalidate your points, your own words do that well enough.
Alpha strikes are a product of the ability to equip high damage items, and if you are caught by a Det/HE+Flak+Tow, you are at a disadvantage, it is not unbeatable given that any mech can return fire, and hit the Scout with it's own Alpha. A 350+ damage burst to a Scout takes them well under 25% health, and a single Tow at that point is enough to get the kill. If you can't hit them, bring friends that can.
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The maps even cater to it...there are precious few maps..front line and maybe facility that have open areas enough to snipe a scout out. The speed on it is insane...the dodge cool-down is insane and the fact that it runs around with the same fire power as a brawler...but is distinctly more mobile with a smaller hit box and a sub-second dodge cool-down makes it obviously OP. I can't fit and item that slows you down so I can hit you...and you can close with an enemy mech very easily.
Origin, Front Line, Bazaar, Last Eco, and Facility (that's all but 3 maps available to us right now btw) are all terrible maps for CqC specialists, as they offer multiple long range angles for Sniping, and or Hellfire bombardment, you show your inexperience with this statement alone.
Boost speed and dodge CD are 2nd and the lowest in the game. For those two factors it has the lowest base health of any mech in the game, a whopping 470. 2 Tows land, and it's under 100HP, you need to land shots and look for your window, when the scout dodges, you need to have a tow going to where his dodge ends, it takes practice. You should have played when the scout had 100 more health, a fuel tank that allowed 4-6 dodges, and Tows that actually did more damage and had a large splash radius, or maybe when the Heat cannon had a stun lock element to it, those were way more fun and imbalanced than the current Scout. You are showing your inexperience here, if you had been playing for "quite some time" as you claim, you'd know that Scout is currently weaker than it has ever been.
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I honestly don't have a problem with the speed...just the combination of the speed and firepower it has. It is distinctly unbalancing. CQC is 75% of what goes on in Hawken so telling people to avoid that is like telling people to stop breathing. And it is a fuzzy bunny answer.
The issue of the Flak cannon being too powerful has been discussed over, and over, and over. Most if not all of the high tier played believe that it should be removed from Scout, to save a nerf that would effectively kill any chance of ever using Brawler. Changing it's primaries to less bursty options would help, but the real elephant in the room is the fact that Burst v Sustain is not balanced properly. Had you joined in one of those discussions and alleged your complaints about Scout, you'd have more weight to your argument, this thread here tho, is tantamount to whining.
Being able to avoid CQC (when I say CQC I mean you are both within self damage range with your explosive weapons), is actually easy given some situational awareness and knowledge of the maps, that you lack at the moment. Staying with your team, and close to cover will neutralize the Scouts effectiveness, using a mech with Air Dynamics easily takes away their advantage as you can create a gap easily, have more fuel, and can continue to fire while boosting backwards. Pair this with Air Compressor, and you can make him miss Tows easily. You have not explored all the options if you really feel like you cannot escape a Scout, I do it often on Rocketeer. Even keeping the Scout at Mid range, and landing shots will force the Scout to pull back, and wait for your attention to be elsewhere before launching another attack.
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The primary "tank" comes not from its armor but from how hard it is to hit in the first place. A-classes dominate in matches over anything else and 9/10 times the scout is at the top. Once in a while an excellent player takes a different mech to the top of the scoreboard. So unless all of these pilots are aim-botting...then you are just hoping that no one takes away your pwn-mobile.
So what you're saying is,
you can't hit them reliably. Also your anecdotal evidence of who's coring the most points is quaint, but completely and totally unfounded by facts or statistics, Adhesive has those, we don't, stop acting like you do. I very rarely Pilot Scout in matches, I prefer the Zerker on Prosk/Origin, Bruiser/SS on Last Eco/Front Line/Bazaar, Grenadier on Uptown, and whatever on Wreckage. Scout is boring to me, because it's too easy to farm new/bad players, and just makes the whole game boring. I leveled Scout 6 months before you ever started playing this game, and leveled 4 Mechs (CR-T, Bruiser, Zerker, Infil) before even purchasing the mech before you could unlock it for free.
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Hell the way I see these things pop out from corners and snipe...actually snipe with the flak cannon makes me suspect some aim-botting does go on but it is hard to prove over skill. I mean they pop out and acquire targets (me) when I am well out of radar range and there was no previous visual.
Cool anecdotal story bro, you know that there's no division of players via skill right_ That you could be playing against people who have played the game well over a year, and know where you might be, and can predict when you'll pop out of cover. You might be in LoS of a teammate of the enemy that's firing on you, thus appearing on radar.
That said I do not doubt that some people use aim bots, but they do not work well with the secondaries because of travel time, and Flak's effective range is under 100m, once again, I think you're just overstating things that have annoyed you because they caused you to die/lose, and you are a poor sport who does not want to adapt to situations.
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As far as I can tell the only decent counters to them are *pick a mech with hellfires* or maybe the Raider but only when it is using the blitz ability. At least drop the flak cannon and go with the smg as an option. Add the Flak to the vanguard instead as it lacks a bit of oomph.
Hellfires are an effective counter, and are the easiest secondary in the game to be effective with. Slug/Sabot from a SS or Reaper also get them to run fast, Raiders destroy them outright if played well, and even Assaults/Cr-ts, if played well, make short work of Scouts with their weapons.
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I don't understand the aversion to the TP as it would make even your lower dps weapons stronger...smg with 25% more damage per hit and miniflak with 25% more damage per hit_ shouldn't be that terribad. Just eliminates the stupid high alpha.
Because it does not fix the real issue of Burst v Sustain that I outlined above, and that many people on this forum have discussed before. If you had (once again) played for "Quite a while." you'd know that ADH does not remove/change a mech's weapon load out/ability/core "feel" that much after releasing them, because people spend Meteor Credits on them, and refunding those purchases is against their policies. Giving a mech an ability to make a target susceptible to MORE damage just makes Alphas a more viable strategy, as if something is taking more damage, hitting them with everything at once is even more viable, as it opens the door to one shooting mechs.
Basically you're entire batch of posts can be summed us thusly:
I want sustain to rule, for alpha strikes to be removed from the game, and for all of us to walk forward slowly towards each other firing our weapons in a dos race of who can miss the most tows.
If you cannot adapt to different mechs and the strategies to beat them, you are going to have a very bad time.