Scout Archive

Thread: Scout is a useful skill but it should have some type of use in pvp

Zakawakka
Sat May 15, 2004 10:04 pm
#1


Hi people reading this,



I think scout is a very useful skill... harvesting , camps... and terain negoation.... But it is totally useless in pvp fights!!!!! I personally think that swg should add different types of traps... many of which should work on npcs and players. Perhaps a type of trap that is not thrown but set at a base to prevent an enimy from entering, or a thrown trap that blinds people or ANYTHING!!!!!!




Let me know what you think.



Datchery
Sat May 15, 2004 11:28 pm
#2

Well, I have to disagree with you here. I see scout as being somewhere between a fighter profession and a domestic profession. Essentially it's a PvE profession as far as creatures go, and I would say I prefer it remaining that way.
SymphonyX
Sun May 16, 2004 2:49 am
#3

ya, scout shouldnt be a pvp character, but I do agree that he needs a way to defend himself. traps that work on pcs would be perfect.
DeltaXi65
Sun May 16, 2004 6:09 pm
#4

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





BRISC RUBAL
SCOUT CORRESPONDENT EMERITUS
Jedi w Politician w Epic Roleplay Carebear
Tarkin Memorial Brigade Founder w Fight Club Propagandist
AXIS Meatshield w RIVAL Glow Stick Waver

taloncard
Sun May 16, 2004 6:23 pm
#5


How about the ability to place sharp bone spirs in the pants of enemy players?


Message Edited by taloncard on 05-16-2004 09:23 PM




Severan T'iam (Valcyn) RIP 7/2/2003-5/8/2005.
Master Nerf herder (oops I mean CH oops CH is gone but never forgotten)
SWG: Quote: Grand moff Tarkin: The Jedi are extinct, their fire has gone out of the universe. you my friend are all thats left of their religon. Except for the other 5000 over there...


Ganger
Sun May 23, 2004 1:09 pm
#6

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.

Solstise
Sun May 23, 2004 8:53 pm
#7

I've always wanted the devs to give players a way to hide themselves on the ingame radar. That thing just takes away so many valueable and proven warfare tactics. To compensate I had suggested that the devs give Rangers or Scouts the ability to find hidden pcs. But, of course, it was flooded out in a few minutes by the usual whines on the GCW boards. I'd really like them to still think about this though, it would be a great way to make scouts useful as recon for large pvp raids and also would give another profession (Smuggler or Commando I was thinking) a usefullness by letting them hide players, but like most of my ideas they'll never see this one




Soltanus Foo
++++KorTech Industries++++
Founder of Avalon, Corellia
Master Weaponsmith July, 2003-NGE

"SWG Tradeskillers-May we all rest in peace."
DeltaXi65
Mon May 24, 2004 8:02 am
#8

Soltise,


Don't be so pessimistic. They've seen this idea.


But don't be too optimistic either. They've told me with an unconditional NO that there isn't going to be any kind of stealth in the game that will allow you to go invisible, either in the game world or on the radar. So no DAOC style assassins.


B



BRISC RUBAL
SCOUT CORRESPONDENT EMERITUS
Jedi w Politician w Epic Roleplay Carebear
Tarkin Memorial Brigade Founder w Fight Club Propagandist
AXIS Meatshield w RIVAL Glow Stick Waver

Sunakk
Wed May 26, 2004 1:19 pm
#9

I think you're onto something good, Solstise. A stealth ability could not be too powerful, of course. But to many people rely heavily on their radar. I usually keep mine at 120, to know when aggros are coming. The maximum range of any weapon in the game is about 80m. So if a profession like commando or smuggler was off of the radar until within 100m of a person, rather than whatever it is now (150ish?), that would give add bit of a surprise to whoever they're attacking.

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.



_________________________________________________________________
CANOM ACI, Twi'lek, Chilastra -- Master Bounty Hunter, Master Pistoleer
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JBMat
Thu May 27, 2004 4:23 am
#10

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


Loxam
Thu May 27, 2004 6:03 am
#11

Whats next?


Artisan's being able to throw hyper-spanners at people?!?!






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Sojourner
Fri May 28, 2004 7:22 pm
#12






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






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.



Sojourner
---Navar Rook (Master Scout, Novice Ranger, Carbineer, Medic)
Wanderhome Galaxy
"Wanderhome Galaxy Fourms, you will never find a more wretched hive of narcissism and egotism. We must be cautious."
afireinside848
Fri May 28, 2004 9:54 pm
#13

I agree, scout is totally useless against pvp. I think scouts need to have some kind of traps that can be used against pcs, like landmines... there traps right? Another good idea would be add some type of infiltration skill or something... after all were scouts right? If you think about it, as of right now there is nothing scout-esque about Scout, its more of a outdoorsman type classor something .
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