Scout Rifle

Discussion in 'Game Play' started by Bobbus, May 14, 2006.

  1. Nato

    Nato Member

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    If the scouts damage is to stay as is why not turn the rifle in to a 1 shot clip weapon. I know that sounds like a terrible idea but there at least there is a long pause between shots and makes the user consider weather or not he/she is going to kill the target in 1 shot or not.
     
  2. aaaaaa50

    aaaaaa50 Member

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    Yes, one shot clips would be nice. Nerfing the never-ending clip amount into a much smaller amount (10 in reserve MAX, and thats still more kills than an assault rifle) would help alot by forcing would-be stand-alone snipers to log it back.
     
  3. TheGreatHegemon

    TheGreatHegemon Member

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    in other words, aaaaaa, they'd be even less likely to go and, well, scout? due to ammo limitations?
     
  4. OutlawFurey

    OutlawFurey Member

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    I dunno, I guess I'm the only person that actually takes the scout for what it's meant to be, a scout role. I'll go and point out key targets for my teammates to hit while poping enemies to confuse them.

    The rifle could use an ammo decrease because I never run out, but everythign else about it seems fine.. as you have to choose your shots. If you shoot one guy in a large group, you unhide and the others see you.. and you're gonna get wasted quickly. If people stuck together more, the scout would become less useful as an AWP and more as a spotter.

    but that's just my opinion.
     
  5. Jn.

    Jn. Member

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    You don't need ammo to scout......
     
  6. dizzyone

    dizzyone I've been drinking, heavily

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    im guessing the scout rifle will be changed when hes pimped (getting more abilities), but i dont really care anymore tbh.

    Something I did want to say is that, maybe when the scout gets a speed / stamina boost it would be logic to give him less ammo, hes lighter and faster. Besides the amount of ammo he had would mean he would have around ~25 kills by the time he was out of ammo, altho this amount is very nice if the scout is gonna stay hidden in their base for the whole game spotting stuff, it sounds a bit unlikely to me, not that he dies inbetween, but that he doesnt go for ammo in an armory or from an engi ammo box inbetween.

    I bet most scouts would atleast get hit a few times, and getting health goes along with getting ammo, ofcourse if you really are being a scout and spotting targets and staying low profile, you wouldnt go for health or ammo, but then again most of the time you wouldnt get to 25 kills or depleting your ammo either.
     
  7. TheGreatHegemon

    TheGreatHegemon Member

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    Have you ever walked by a camera before? People are becoming handy with them. Often, in order to reach the enemy base, you shall need to kill to scout.
     
  8. Slithzerikai

    Slithzerikai I for one am glad the NF SMG 3 is gone

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    I say remove the Scout Rifle at all, the scout is supposed to be a scout, not a one-hit sniper. I think he should stick to machine guns, or maybe a pistol with a big boom factor, like a desert eagle equilevant.
     
  9. DonMegel

    DonMegel Member

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    Yes, Remove that freakin rifle
     
  10. Ermm ok!

    Ermm ok! Member

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    I like the idea of the scout being given a carbine rifle. Somthing like the American M1 carbine for the rocket class in DOD. This gun is accurate up to the mid range and is a true semi automatic but it is weak.

    The effect is that it takes about half a clip to drop somone and a clip is around 10 shots. Have the max ammo at 2/3 clips and you have a rifle that can kill somone if they get too close but lacks enough substance to go on a rampage.

    It would be nice if scouts got a skill to match the grenadiers "artillery feedback" so that targets can be marked on the mini map. Perhaps tanks could be fitted with a hud which scouts could send targetting information to directly?
     
  11. Slithzerikai

    Slithzerikai I for one am glad the NF SMG 3 is gone

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    He should have some eggs and a roll of toilet paper...
     
  12. Jn.

    Jn. Member

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    WOW I say this over and over and over again, and this kid gets recognized by a dev!!!! grrrrrrrrrrr, na I'm jk slithzerikai :) I'm just glad people are finally realizing what needs to be done.
     
  13. Solokiller

    Solokiller Member

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    Removing the scout rifle would counter sniping, but what would be good about the scout then?Unless it has the ability to get more skills, maybe get skills faster, i don't think it will be chosen at all.
     
  14. Ganks

    Ganks Banned

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    I agree. Making it even was one thing but doing anything further is beyond conception at this time.

    You know the scouts arent the only ones who can snipe. NF riflemen can already snipe... I dont know about brenodi cuz I dont play them too much since 80% of all clans are strictly brenodi for some stupid reason.
     
  15. Jn.

    Jn. Member

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    Go to the 1.06 thread, they're discussing scout abilities which will ulitimately lead to the removal of the scout rifle. So no more complaing about "scouts having no skills," when it's been discussed many times, and is being discussed right now. And for all you people who say "oh well riflemen can snipe why not scouts," riflemen are supposed to excel at being anti infantry. The scout is not.
     
  16. TheGreatHegemon

    TheGreatHegemon Member

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    *glacnes at 1.06 thread*
    Seems like they're talking about optimization, not much else right now.

    The rifleman are supposed to excel at anti-infantry, but why can they kill other stuff? strip them of their nades, then! :P
     
  17. Jn.

    Jn. Member

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    Just because they are supposed to excel at one thing doesn't mean that they can't do something else with less effect. If your argument was true, engis would only have calculators, scouts wouldn't have a weapon, and grenadiers couldn't harm infantry. So pretty much you're saying that the only thing classes should do is what they're supposed to do. In that case, your argument turns right around and takes the rifle away from the scout, which is what you were fighting against. Way to help fight for my cause :D
     
  18. TheGreatHegemon

    TheGreatHegemon Member

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    Au contraire - while the scout can beat engineers and grenadiers at shooting (if they hit first) it is guaranteed to lose to a rifleman of equal ability, as the infantry killing ability of riflemans outstrip that of a scout. Therefore, it doesn't excel by comparison, it merely outstrips infantry combat for classes which can heal, revive, build, repair, detect scouts, and detect tanks, or for a class which can blow up tanks, drop six powerful mines, act as direct fire anti-infantry (with foward mortar), and as artillery. Frankly, it seems to be that in the tool shed of life, it seems right that scout should exceed those classes in anti-infantry.
     
  19. cpugeek

    cpugeek Member

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    See, the thing is, of course rifleman can beat a scout head on. I think even an engineer could if he was close enough. But scouts specialize in hiding and keeping their distance. They gain the advantage by doing so. Usually, you don't even see the scout that snipes you. This is the problem. Some matches just come down to scouts and artillery. The scouts snipe out anti-tank men and artillery pummel the base from afar. It really makes for poor gameplay if you ask me and is not very fun.
     
  20. TheGreatHegemon

    TheGreatHegemon Member

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    Perhaps you need to look at artillery first :P
    I've rarely seen scouts make a difference in arty on arty wars...

    Why should an engineer be able to take out a scout though, when the engineer of ALL classes shouldn't be a infantry buster? I have no problem with adding more damage drop off with distance, though.
     

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