Potential Scout Roles

Discussion in 'Game Play' started by RoboTek, Sep 24, 2009.

  1. RoboTek

    RoboTek Member

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    Normally when this is discussed it becomes are horrible mess of people giving vague or poorly defined opinions. I am making this to help increase the number of scout archetypes that people can think of or reference. This is not an argument for any given one so much as it is a list. All well written concepts are welcome, I will give a few examples.

    Scout Role:
    Where he should be on the battlefield:
    What he should be doing there:
    Why someone else couldn't be doing this:
    What abilities might help him accomplish this:
    Could he be completing other roles at the same time?:
    How important would it be to add this to Empires:



    Infiltrator:
    Where he should be on the battlefield: Behind enemy lines
    What he should be doing there: Attacking their undefended bases.
    Why someone else couldn't be doing this: They do not have the mobility to break through the front line or ability to remain undetected.
    What abilities might help him accomplish this: Faster speed, ability to hide, sabotage, ability to jump high or climb (to get over walls)
    Could he be completing other roles at the same time?: Very few
    Why would it be important to add this to Empires: Because it helps prevent complete stand-offs


    Assassin:
    Where he should be on the battlefield: Directly behind/in enemy lines
    What he should be doing there: Killing their defending units.
    Why someone else couldn't be doing this: They could, the scout would just be better at it.
    What abilities might help him accomplish this: Shotgun or other close ranged weapon. Higher speed. Better armor? Hiding would help aswell.
    Could he be completing other roles at the same time?: Anti-tank or anti-building roles
    Why would it be important to add this to Empires: Because it helps prevent complete stand-offs

    Assault Leader
    Where he should be on the battlefield: Front lines
    What he should be doing there: Breaking walls and defenses
    Why someone else couldn't be doing this: Engineers are poor at combat and the only other wall-breaker.
    What abilities might help him accomplish this: Ability to destroy walls well. Faster speed, shotgun.
    Could he be completing other roles at the same time?:Close-range Anti-Infantry and anti-vehicle roles.
    Why would it be important to add this to Empires: Because it helps prevent complete stand-offs
     
  2. Empty

    Empty Member

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    I've put the support down as a support class.
    Give him the choice between the mortar or the MG I reckon.
     
  3. MiamiHeat87

    MiamiHeat87 Member

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    Ok, here is the role of the Scout. You first get an AFV as a Scout with vehicle speed. You then go around the map attacking unguarded enemy buildings which are mainly refineries but in some large maps you have multiple barracks and the enemy doesn't always spawn at all of them. You then drive up to the building to sap it, hop back in your AFV and attack the building with your vehicle to destroy it extremely quickly to make sure no one passes by to repair it.
     
  4. SnowDrakE

    SnowDrakE Member

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    To give them a much needed support role on the battlefield, remove ammoboxes from engineers and give them to the scout.

    Works, as seen in many other games.
     
  5. LordDz

    LordDz Capitan Rainbow Flowers

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    Or.. You add them to the scout and still keep them at the engineer? It's hard enough to make engineers to drop ammo, to have to look for a hidden scout in your team for ammo... Pain in the ass.
     
  6. SnowDrakE

    SnowDrakE Member

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    What about angineers only dropping boxes for the first 2 weaponslots and the scout (let's call it "support" for this threads sake) drops a bigger ammocrate?

    Or give the scout a 1 minute cooldown on the ammobox and the engineer a 3 minute cooldown.
     
  7. blizzerd

    blizzerd Member

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    id give the scout the heavy machine-gun and that shotty, lower his HP and give him ammo box and camera's

    take away ammo box and cameras from the engineer

    Scout Role:
    Where he should be on the battlefield: 10 meters behind the assaulting riflemen covering the flanks
    What he should be doing there: fire support and providing ammo, covering flanks, ambushing people with scout and HMG possibly so hide needs a small nerf, and the scouts HP aswell
    Why someone else couldn't be doing this: riflemen are preoccupied with assault, engies with building stuff and grens with doing whatever they are supposed to do (im still clueless to what it is :p)
    What abilities might help him accomplish this: inert sabotage is replaced by upgraded (squad shared) senses ability, lower hp makes him less of a frontal assault more of a sneak attack or support fire from long enough range guy
    Could he be completing other roles at the same time?: general fire support and ammo supply line, i want this guy to replace comm targets by his inert squad shared senses
    How important would it be to add this to Empires: not as important, but changing the scout whatever way IS important

    id also concider giving this guy the mortar as a mortar, hmg, shotgun main gun choice, but the rpg and the mortar are inseparable story wise is told me
     
    Last edited: Sep 24, 2009
  8. Empty

    Empty Member

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    I think hide and HMG is an overrated fear. Keep in mind a scout with a HMG won' thave armor or digin.
     
  9. blizzerd

    blizzerd Member

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    yea, the only "real" problem i would see is a scout using hide to camp a rax with hmg


    but then again, spawn as scout yourself and fire your shotgun at it and its over probably
     
  10. zenarion

    zenarion Member

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    If I were you blizzerd, I'd stop calling that HMG-wieldan-walkan-radar a Scout. Doesn't feel like a scout, but sounds useful. What if one could chose whatever skills and weapons you would like in this game? HMG+RPG+Pistol2+Calc+DigIn+Revive?
     
  11. communism

    communism poof

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    Haha true that
     
  12. Fuzzy

    Fuzzy Member

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    My scout suggestion

    I think the scout should turn into a medic/support while simultaneously making it so you don't have a whole team of engineers running around and reviving each other while also deconstucting enemy stuctures and building megatons of walls and spamming seismic at barracks; and it should look something like this...

    Support:
    Where he should be on the battlefield: with the soldiers
    What he should be doing there: Healing Riflemen and reviving them too
    Why someone else couldn't be doing this: because having a whole team of engineers and Gren isn't as much fun or take as much strategy and team work (Teamwork being what i feel is the core aspect of Empires)
    What abilities might help him accomplish this: Revive ability, increased healing ability
    Could he be completing other roles at the same time?: Placing ammo
    How important would it be to add this to Empires: Prevent the strategy of whole team of Engineers and grenadier

    My whole idea is that it will add more teamwork to the game than "why the hell isn't anyone playing engineer and using revive?"

    It will also prevent the rolling thunder idea of having a whole team of engineers reviving each other, and add more depth to the infantry aspect of the game.

    Pro's
    Make the Engineers and support work together to use the engineers seismic grenades effectively​
    Added depth to infantry combat​
    Less teams filled with only Engineers​
    With shotgun he would be good at anti infantry rushes​

    Notes:
    He should get a shotgun because it will make him stick with friendly's on open ground while also making him an effective room clearer so players will want to play him.​
    Give him promotion point for other players using his ammo box and him healing and reviving players​

    Please comment on whatever you think the cons would be
     
  13. flasche

    flasche Member Staff Member Moderator

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    lol <filler/>
     
  14. zenarion

    zenarion Member

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    People seem to hate the ability of a scout to invisibly stroll into a base, sab the shit out of everything, and disappear.
     
  15. flasche

    flasche Member Staff Member Moderator

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    well, it breaks small games (turn them into "capture the jeep" or "hide and seek") but its next to useless on full servers.

    so yes i hate it ...

    if only hide just wont protect you from mg turrets (you can already use your flashbangs to disable them and run past) it might be less of a problem.
     
  16. o_O

    o_O Member

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    That. Plus its stupid to have a base dissapear with no warning. Plus its stupid how much calculator it takes to go fix everything.

    Its rarely used to support attacks because if there are people around the scout gets seen.
     
  17. zenarion

    zenarion Member

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    The sabotage thing should give warning, and really be visible when done. Similar to the engytool effect maybe? Big, green flashing lights that come out from the "sab" tool? Add a "building under attack/sabotaged!" sound message from that soothing female voice. Let the commander and the team know. Scout is not hidden when sabbing, etc.
     
    Last edited: Sep 28, 2009
  18. a noob

    a noob Member

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    Instead of redoing a whole class, why not just give the scout useful tools for its implied purpose?
    Give the scout rifle a small power boost to make it useful at mid-long range, but take the silly magnifying glass off of it to keep it from being a sniper. Switching the pistol and smg with a knife and a shotgun would make the scout more useful when sabotaging a base and doing other such sneaky things (although the shotgun could easily be overpowered in smaller maps and might require a lot of tweaking).
    The ability to defuse enemy mines and make ieds out of them would also be nice, but might not fit into the game very well and could become a pain in the ass very quickly.

    Scout Role:support
    Where he should be on the battlefield:with a squad or behind enemy lines
    What he should be doing there: providing long range support to his team or spying on enemies/messing with their base
    Why someone else couldn't be doing this:the scout's current skills and weapons imply this kind of role
    What abilities might help him accomplish this:see above
    Could he be completing other roles at the same time?:see above
    Why would it be important to add this to EmpiresI'd like it, lots of people seem to want the scout to have a shotgun, the scout currently has a lot of room for improvement
     
  19. aaaaaa50

    aaaaaa50 Member

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    Because some people think giving anything more to the scout would make the scout overpowered. :pathetic:

    The truth is, ever class needs to be "overpowered" in it's own area of expertise.
     
    Last edited: Oct 21, 2009
  20. zenarion

    zenarion Member

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    Exept that nobody here knows that the scout should do. Or rather everyone has their own idea, and won't agree on the other ideas.

    The scout should be able to do more than one thing.

    Some offensive capabilities, some defensive.
    I suggest that the scout should be more of a de-buffer. Blind, cripple, confuse the enemies somehow. Maybe put target diamonds on the enemy team, for both teams to see, to put some confusion there. Maybe cripple stamina regeneration by shooting someone in the head (bio rifle?)
    Remove the turret immunity, since it is way too easy to use. Let the concussion grenades be more useful instead of just CREEPING AROUND ON YOUR BELLY LIKE A SNAKE.
    Using a Concussion grenade could maybe short out electronics in an area for a while, in so not only disabling turrets, but maybe blocking barracks spawns for a short while, and blocking a VF.
    These were just unrefined ideas.
     

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