what if we would make scout hide kick in when you sprint? as long as you sprint, you become "cloaked" to about 75% transparency, if you fire a weapon or anything like that, the cloak is broken, if you run out of stamina you are no longer running, and the cloak is broken this would enable the scout to make dashes to behind the enemy line, making him a storm trooper/supply line breaker
Ok but what if i need sab 2 mg turrets and im out of stamina ? I can jump on top of first but second will start shooting me
maybe you need backup... a second scout? or even a conveniently lobbed concussion lets be honest, sneaking in someones base becomes double the awesome when you are with 2
i believe that there is no "best option" for everyone im trying to find out what the community likes or wants to give a try, but imo while running seems to be the only way to sole some camping problems the scout has the disadvantage is that its not really intuitive, and that's to be considered
if you dont like me fine, i dont even want to know why you feel that way try to avoid conflict... refer from posting in threads i made telling how stupid my ideas are and how stupid my polls are just because you feel you have a score to settle
To be fair, this isn't very well thought out. Your suggestion is purely based on scouts running and being hidden. At the moment the easiest way to handle a level 3 MG is to send a scout. With your suggestion the scout cannot get into range of the MG on an open map without running out of stamina. For example, what happens on cyclopean to the turrets sitting outside the main base - how do you sap them? In my opinion stealth should drain constantly when moving, and recharge when you're stationary, but add some anti-stealth devices to stop forcing people to change class to counter a hidden scout.
I don't see what's wrong with the post or poll. I personally like either the stealth bar idea or the sprint idea, both are good.
Hardly. Vehicle. Easiest way to handle a level 3 MG turret. Grenadier. Second easiest way to handle a level 3 MG turret. My favorite Sprint-Accelerated-Orbital-Re-Entry-Seismic-Grenades™. Third easiest way to handle a a level 3 MG turret. Scout is just the most quiet way to handle anything.
-You run -You walk -You crouch move -You prone crawl -You are not moving As long as your stealth meter is not empty. (TF2 Spy anyone?)
50% invisibility for running (not sprinting) 75% invisibility for sprinting 95% potential invisibility with current scout mechanics Or blah blah blah stealth meter mechanics.
Most important of all: the hide skill should be seperated from slow moving speed. Having hide only when sprinting seems a bit underpowered, how long can you sprint without stamina upgrade? 5 secs? Also, if you give hide to a faster moving speed (and therefore easier access to turret protected bases) you need to balance that with the power and availability of the sabotage skill.
I've suggested something similar in the past. Basically the suggestion was this: If you press the sprint button while hidden, hide stays active until you run out of stamina or go back to crouch or prone. I think it could be improved though, what about this: When standing up you stay hidden for a few extra seconds (unless you fire your weapon of course). If you during these few seconds begin to sprint, hide will stay on until you run out of stamina. Stopping the sprint makes you instantly visible again. If you go into crouch or prone mode before your stamina runs out, you remain hidden and can recharge your stamina.