Oftentimes, I hear people accusing the scout of being useless outside of the outrageous sabotage he has received in this latest version. People usually go scout and literally disappear, going on one-man escapades either far from or deep past enemy lines. Scout isn't too much of a squad role when the other three do pretty much everything. Scout's lonerism is only going to be enhanced when he gets a god damned shotgun. OMG IMMA SCOOT IN DA BASE LOL I GOT A SHOTGUN ^ ^;; I propose, in order to strengthen the power of a squad, encourage teamwork, and discourage scout lonerism, scout gets inherent revive abilities. Now before you fall out of your chair, consider the current degree of squad coherency empires promotes. Sure, Engineer already has revive and can do everything, but many are adamant against nerfing him. Why not buff this seemingly 'useless' class as many describe? This discourages scouts from laying on their bellies and scunting. Anyway, I propose scout be given inherent revival abilities, similar to but not equal to the engineer. The scout would have a bar, like engineer that, when full, allows for two revives. Unlike the scout, the bar charges up to 50 units, each revive requires 25 units. The bar recharges at one unit per second. Infantry revives with 15 HP with deadly bleed at rate of 5 HP every 10 seconds (1HP/2sec). Scout can give heal 1 HP per second, filling up to 25 HP. Bleed lasts until 75% heal from an engineer/health crate or engineer revive. Bleeding HP would be represented by a pink/red bar. Of course you'd nerf sabotage to maybe twice the rate of pre-OP buff. Keep in mind engineer would still be generally favorable because he can build turrets and walls and they have squad revive.
I still think the way to go with the scout is to make him a viable alternative all around, not just a cheap rip off of the other classes. Hide no longer hides from turrets, is innate and shuts off targets on the scout. Hide skill now allows for short bursts of squad hide like running. Radar stealth also gives immunity to turrets and comm targeting. Silencer also stops the muzzle flash. Sabotage DoT is taken away and put on a skill. Enhanced senses gets +50% range. Smg2 gets replaced with Assault Smg which has no accuracy penalty for movement, less recoil and more ammo. Shotgun. Concs and stuns get morphed together into a "detonate on command" full range grenade that stuns all vehicles in a small radius, flash and will stick to any surface. Vehicle speed upgrade +5% and affects reload speeds. Squad leader aura also adds +10% movement speed. And that's what i want from the scout.
Hide should still hide from turrets since that reads very clearly. Attack orders shouldn't be in real time, but I agree that hide should undo an attack order. Muzzle flash usually isn't too much of an issue. Kinda iffy with a skill for DoT unless you fleshed it out a bit more. Enhanced senses is kind of very powerful at close range as things should be. Maybe restrict general range, but extend it in the direction you're looking at. I'd go on discussing this but this is mostly irrelevant and would make scout OP.
actually yeah that would be cool,so you would need hide and radar stealth to be a lil annoying guy goin, im inz yur bases, sabin yur sentrys
I go Scout on District to get some nice punches. As for Escort I use sticky stuns so Grens and Riflemen can take care of them. I think the scout should have the same comparable movement speed as the scout from TFC.
Scouts should be Anti Revive Class, by making the enemy team stay dead, no revive no squad revive possible... Straight back to the barracks...
Not really. if you try to derevive enemy players there a good chance theres an enemy scout thats going to do the same to you, on another note this would give the scout some useful abilities. There should be some way to counter revive and the scout is the most obvious choice to do so given his overall uselessness...
Really, I think scout should be able to pick up SMG-tier weapons (SMG1,SMG2,scout rifle) from dead enemies.