Scout Archive
Thread: Scout is a useful skill but it should have some type of use in pvp
Well, I agree. And so do the Devs.
One of the goals for the GCW revamp is to give every profession a little GCW love. I've suggested that we be able to detonate minefields or that some other "scouting" type skill.
I'll be asking for more opinions on this as time gets closer to the GCW revamp.
B
How about the ability to place sharp bone spirs in the pants of enemy players?
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Message Edited by taloncard on 05-16-2004 09:23 PM
Scout does have a place in PvP (well not as big as it should be), Without scout skills, players will be slow climbing hims. I do agree that scouts should be able to make traps throw at Npc and other players in PvP. Plus maskscent or something like that should be used to hide you from the radar of a enemy player at a set range.
Being able to detect that would be valuable, but should be just as hard to achieve as the stealth skill. This early warning ability is a big part of my definition of a scout, and would definitely give them their niche against non-creature PvE as well as PvP.
But keep in mind that not being seen on the radar doesn't mean invisible in person. That's my thought on the idea.
Max range for most weapons is 64 m, with mods, maybe 75. Turrets have a longer range, but if you miss seeing one of those, give it up. Radar set at 120 won't even have half the creatures on it, as some lairs don't spawn until you hit the 64m limit.
Creatures will not aggro on you until you hit the 64m range at the very farthest, usually closer than that. Depends on the range that isset for them to dotheir /maskscent check.
TN is very useful in PvP. I can't count the number of armored clowns...uh...BHs... who got kitedas they are slower in armor than I am in no armor, and the fact they are stupid and stood in one spot while I did shoot and scoot. They stood in one spot with all their specials, armored and buffed, and I dropped a few bleeds on em, made them use precious mind to heal, which regens slowly as they are armored, and dropped em eventually.
Just dispelling some myths here.
JB
Whats next?
Artisan's being able to throw hyper-spanners at people?!?!
That, my friends, is called tactics,wonderful job JB! I admit I only PvP on occasion soI am hardly an expert at it. But I have found scouting skills to be useful as well. Terrain negoitation is a wonderful skill in hilly or mountanious terrain. However,I've occasionally even a PvE skill like Maskscent can come in handy. You can't always rely on it butsometimes people will get sowrapped upin the fight they willloosetheir situationalawareness. I've gotten out of a tough spotbefore by having maskscent up around some nasty critterswhile my opponents didn't.
JBMat wrote:
Max range for most weapons is 64 m, with mods, maybe 75. Turrets have a longer range, but if you miss seeing one of those, give it up. Radar set at 120 won't even have half the creatures on it, as some lairs don't spawn until you hit the 64m limit.
Creatures will not aggro on you until you hit the 64m range at the very farthest, usually closer than that. Depends on the range that isset for them to dotheir /maskscent check.
TN is very useful in PvP. I can't count the number of armored clowns...uh...BHs... who got kitedas they are slower in armor than I am in no armor, and the fact they are stupid and stood in one spot while I did shoot and scoot. They stood in one spot with all their specials, armored and buffed, and I dropped a few bleeds on em, made them use precious mind to heal, which regens slowly as they are armored, and dropped em eventually.
Just dispelling some myths here.
JB