Ok we remove the scout rifle and give the class a shotgun. All fine and no problem but since the shotgun is around people start to say "yeah it will kill people in one shot" or "Its a deadly close combat weapon". I think thats wrong, it should not be like that. The scout is not and should not be a "sneaky super ninja kill all in the enemy base class". I personaly think the scout should be the weakest combat class. Yes that includes the engineer. We have the rifleman for killing infantry. The scout should not share that role. The scout should be a class that trys to avoid combat at all. Its about gathering information and whatever but not about secretly killing people behind the lines. Its called scout not super-ninja
Yea but... Yea but the all armys have snipers... why dont you just take away its hide bonus insted but to counter-act that give it more ammo and quicker saping times
seriously only noobs take hide when going sniping I personally think that the shotgun damage should be based on the distance , p1-2 meters = about 70-90 dmg or so ,definatellly not one hit kill (dno about headshots, hsing with it is kinda pointless)
It would definitely would make them a force to reckon when there is an apc full of them unloading in your base. They sab shit left and right, blowing your brains out. But, I doubt they'd make the shotgun effective at a range more than, say, the length of a BE rax. Do that, and give them a sabbing calculator(so that they cant sab AND guard themselves at the same time(like an engineer deconning)), and I think that the problem is pretty much solved.
lolz. But I think we should: -Decrease the scout rifle damage, and give it a nice loud BLAM!!! and maybe some smoke/a trail. -Decrease hiding ability (esp. when sniping; rifle isn't as hidden) -Increase running speed/endurance -Ability to use signal flares? (Probably not) -LOWER HEALTH!!! -Weak pistol? Shotgun pistol option? -Weak shotgun option?
Problem is, gathering intel is boring, easily done by other classes, and sneaky super ninja is far more fun.
And there's no reason to think it'll become any less useless in a future build. It'd probably be easier to convince everyone that the scout is useless if we just removed all its weapons, save for the binoculars. You could do the same with the engineer (keep his Ti-8000) and still be useful. The grenadier and rifleman kinda-sorta need their primary weapons, but they need nothing else.
I think the opposite, scouts should be specops and close combat, in 2.12 I can take out riflemen if I'm close, I'd like to continue that trend in 2.2
I think merging scout and rifleman into one class is probably the sanest thing to do what can possibly be overpowered about this
The fact that it can mow down tanks, sab buildings, be invisible, see through walls, drive really fast and do more damage leads me to say, nothing.
yeah, it would be more powerful than the grenadier, but grenadier would be easy to add power to BUT THEN WE HAVE THREE CLASSES THAT ARE MORE BALANCED IN POWER THAN WHAT WE HAVE NOW
the shotgun could be very strong up close and still be ineffective as assault weapon by having 1 very powerful slug, lets do a mind game 1 shot is as powerful as 3 shotgun pistol shots, and reload time for this 1 high caliber shell is the same as the reload time for the 2 smaller caliber shotgun pistol shells this would make it a last resort defensive weapon, or just to keep people at distance, because attacking with it would mean you have to kill everyone in 1 shot or you die
During playtesting we had a bit more powerfull shotgun pistol for a short time. It was the most powerfull anti infantry weapon ingame.
That was because I forgot to decrease the spread and minimal damage lol BTW one thing that was brought up once is the removal of commander targets, replacing it with a rather interesting objectives system. Without comm spam, I think an intel-gathering role will be more interesting. But that's just one way of looking at it. We're still discussing.