i'm thinking also from a new players perspective, they don't have the thousands of hours poured in people like us do, that and my dispraxia means im site with the SR in CQC in terms of changes, im probably gunna do a general class change thread properly when i wake up. ill include my scout rifles changes.
If you want a better scout rifle i suggest you use that the current one is terrible then give the scout about 3 or 4 clips in reserve. Code: WeaponData { // Weapon characteristics: "Damage" "85" // damage per bullet "Bullets" "1" // bullets per shoot "CycleTime" "1.3" // time between shoots "Falloff" "1500" // distance at which bullet strength has dropped to 85% (damage decreases linearly) "Falloffbase" "0.85" // Falloff Base default 0.85 "MinimalDamage" "75" // Minimal damage the weapon does "Damage Head Modifier" "2" "Damage Chest Modifier" "1" "Damage Stomach Modifier" "1" "Damage Left Arm Modifier" "0.7" "Damage Right Arm Modifier" "0.7" "Damage Left Leg Modifier" "0.7" "Damage Right Leg Modifier" "0.7" // Weapon data is loaded by both the Game and Client DLLs. "printname" "#SDK_MP5" "viewmodel" "models/Imperial/Weapons/v/scoutrifle/imp_scoutrifle.mdl" "viewmodel_ironsights" "models/Imperial/Weapons/iron/scoutrifle/imp_scoutrifle.mdl" "playermodel" "models/Imperial/Weapons/w/scoutrifle/imp_scoutrifle.mdl" "anim_prefix" "50cal" "bucket" "1" "bucket_position" "0" "clip_size" "6" "clip2_size" "-1" "primary_ammo" "AMMO_SHOTGUNBUCKSHOT" "secondary_ammo" "AMMO_MELEE" "weight" "25" "item_flags" "0" "BuiltRightHanded" "0" "AllowFlipping" "1" "MeleeWeapon" "0" "MeleeDamage" "50" // damage per melee hit "MeleeCycleTime" "1.0" // time between melee attacks //Accuracy Upgrade Modifier. Default is 0.75. The lower the better. "AccuracyUpgradeModifier" "0.85" //Stamina Penalty // "StaminaPenalty_Standing" "30.0" // "StaminaPenalty_Crouching" "30.0" // "StaminaPenalty_Prone" "30.0" //Weapon Spread //When at rest "JumpingSpread" "0.5" "StandingSpread" "0.01" "DuckingSpread" "0.0005" "ProneSpread" "0.0005" //When moving at full speed (sv_maxspeed) "JumpingSpreadModifier" "0.5" "StandingSpreadModifier" "0.025" "DuckingSpreadModifier" "0.05" "ProneSpreadModifier" "0.05" //Maximum the spread can become due to spread increment per shot below "JumpingSpreadMax" "0.7" "StandingSpreadMax" "0.3" "DuckingSpreadMax" "0.1" "ProneSpreadMax" "0.1" //Increment spread by this amount for every shot fired to maximum of moving at full speed spread "JumpingSpreadIncrement" "0.01" "StandingSpreadIncrement" "0.005" "DuckingSpreadIncrement" "0.002" "ProneSpreadIncrement" "0.002" //Decrease spread by this amount for every second not fired down to minimum rest spread "JumpingSpreadDecrement" "0.01" "StandingSpreadDecrement" "0.05" "DuckingSpreadDecrement" "0.1" "ProneSpreadDecrement" "0.1" //Multiply base weapon spread by this value when in Ironsight view. //Default value is 0.75 "IronsightJumpSpread" "0.5" "IronsightStandSpread" "0.5" "IronsightDuckSpread" "0.5" "IronsightProneSpread" "0.5" //Base weapon kick values when in Ironsight view. //Affects way model behaves from clients POV. Default value is 0.5 "IronsightJumpKick" "0.5" "IronsightStandKick" "0.5" "IronsightDuckKick" "0.5" "IronsightProneKick" "0.5" //Weapon kick range x (vertical) and y (horizontal), full and no spread, max and min //interpolates between full and no spread value based on current spread (percentage inbetween at rest and maximum spread due to firing) //The max and min values are for defining a range that a random number is generated between "JumpingKick_X_FullSpread_Max" "11" "JumpingKick_X_FullSpread_Min" "9" "JumpingKick_X_NoSpread_Max" "7" "JumpingKick_X_NoSpread_Min" "5" "JumpingKick_Y_FullSpread_Max" "2" "JumpingKick_Y_FullSpread_Min" "-2" "JumpingKick_Y_NoSpread_Max" "1" "JumpingKick_Y_NoSpread_Min" "-1" "StandingKick_X_FullSpread_Max" "3" "StandingKick_X_FullSpread_Min" "2" "StandingKick_X_NoSpread_Max" "2" "StandingKick_X_NoSpread_Min" "1" "StandingKick_Y_FullSpread_Max" "2" "StandingKick_Y_FullSpread_Min" "0.5" "StandingKick_Y_NoSpread_Max" "0.75" "StandingKick_Y_NoSpread_Min" "0.3" "DuckingKick_X_FullSpread_Max" "2" "DuckingKick_X_FullSpread_Min" "1" "DuckingKick_X_NoSpread_Max" "0.65" "DuckingKick_X_NoSpread_Min" "0" "DuckingKick_Y_FullSpread_Max" "0.15" "DuckingKick_Y_FullSpread_Min" "0" "DuckingKick_Y_NoSpread_Max" "0.1" "DuckingKick_Y_NoSpread_Min" "0" "ProneKick_X_FullSpread_Max" "2" "ProneKick_X_FullSpread_Min" "1" "ProneKick_X_NoSpread_Max" "0.65" "ProneKick_X_NoSpread_Min" "0" "ProneKick_Y_FullSpread_Max" "0.15" "ProneKick_Y_FullSpread_Min" "0" "ProneKick_Y_NoSpread_Max" "0.1" "ProneKick_Y_NoSpread_Min" "0" //End Weapon Spread //Iron Sight Image //"Iron Sight Material" "Imperial/Weapons/iron_sights/scope" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { //"reload" "Default.Reload" //"empty" "Default.ClipEmpty_Rifle" "single_shot" "IMP_ScoutRifle.Fire" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "EmpiresTypeDeath" "character" "I" } "weapon_s" { "font" "EmpiresTypeDeath" "character" "I" } "ammo" { "font" "WeaponIcons" "character" "r" } "crosshair" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } ModelBounds { Viewmodel { Mins "-10 -4 -13" Maxs "21 9 -1" } World { Mins "-10 -7 -6" Maxs "22 8 9" } } }
1. give scout EMP grenades to disable turrets temporarily (concussions already do that just remove the blinding effect) 2. remove hide (it encourages stuipidity) 3. take ranged rifle off scout and give it to riflemen 4. give scout light machine gun and remove it from rifleman The correct way to use scout early game is mainly running up to the enemy's forward barracks sabotage it then run inside trying to kill as many infantry units as possible this will make the barracks easier to kill and also make the infantry easier to kill due to them all now spawning with half health. And late game mainly getting into a jeep with a engineer going round the map and killing buildings and refinery's. You can also sticky stun heavy tanks later on in the game disabling them for a short period of time so it is much easier for your team to kill. And off course scout is good for sticking the enemy commander for a ninja. Scout is actually a very useful class however its only good in some circumstances and many people have no idea how to use the class correctly.
hide should be changed for a skill that disables turret targeting when crouched or prone, or even just walking. OH and remove weapon suppressor because it serves no practical purpose, its easily by passable with a server plugin (killed by name here sorta thing). change that for a faster reload skill
I will say that weapon silencer was rendered pretty useless (not fully, just largely) by that plugin. Too bad it's so ingrained into the game now that it will not get removed despite tampering with game mechanics.
Yeah, the binocs serve exactly one purpose that is spotting for artillery (if you actually have arty in the field). Would be hella useful for directing a squad full of armored vehicles. As far as I know we can't get "faster reload" until we get someone who knows how to work on animations. a fucking LMG on a scout? that's contradictory as fuck (machine guns are for SUPPORT units, so it'd rather suit engi than scunt) and nono, concussions are really damn cool as the only way to CC enemy infantry in the game removing or at least nerfing hide would be cool tho, maybe just change to Radar Hide (while sneaking can't be detected by radars/cameras/turrents) ?