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Author Topic: Defensive scouts?  (Read 10078 times)
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« on: January 04, 2009, 05:06:41 PM »

So, they announced that scout is their next subject for "update".

What we have seen so far is that they try to give the class a new possibility in its choice of gameplay and game planning.

So I thought...are they going to make him a more defensive class?

He is already the most attack minded class in the body of 9 classes (were sniper is the most defense minded) so it isn't possible that they are making him "better" at attack.

So look forward to a sniper with speed.
« Last Edit: January 04, 2009, 05:09:37 PM by mark » Logged
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« Reply #1 on: January 04, 2009, 05:41:47 PM »

lol
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« Reply #2 on: January 04, 2009, 06:10:21 PM »

After being shotgun, batted and pistolled to death in snake temple yesterday by BFM, I don't think they need a defensive boost Wink

I don't think he needs a defensive boost - pure speed allows forays into enemy territory, and retreat to the point/cart/flag to defend if necessary - and he's the only thing that can keep up with an enemy scout who has the flag.

Leave defending to the actual defensive classes. It's like saying the Sniper needs a boost so he can more easily cap flags or points or something! Smiley
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« Reply #3 on: January 04, 2009, 06:34:20 PM »

After being shotgun, batted and pistolled to death in snake temple yesterday by BFM, I don't think they need a defensive boost Wink
If it's any consolation, you were very honourable in death, possibly from all the practice you've had Tongue

Scouts are primarily an offensive class, so making them more defensive would just make them worse, which could be a good thing depending on whether you like scouts or not. But at any rate scouts can be pretty useful in defence too if they are played well.
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« Reply #4 on: January 04, 2009, 06:53:44 PM »

They're a good supporting defensive class, that's for certain - they can simply cover a lot more ground (and do spy checks!) so much more efficiently then any other class, it's insane. Teams with an odd (well played) one can really do well on gravelpit and defensively inclined maps, or even as a small defensive countermeasure on normal CP maps.
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« Reply #5 on: January 04, 2009, 06:55:47 PM »

Also very useful for taking out snipers!
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« Reply #6 on: January 04, 2009, 07:08:15 PM »

depending on whether you like scouts or not.

I do not! Cheesy
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« Reply #7 on: January 04, 2009, 07:19:24 PM »

I don't really see why the scout should be tweaked to obtain a defensive role.
The fact that even now he can be quite annoying and distracting (when played well) on defense is already a sign of a slight flaw in the class design (because basically that's the traditional role of the pyro).

IMHO Valve should really try to give the scout a unique edge as a offensive class which makes it him more valuable an those O vs. D maps.
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« Reply #8 on: January 04, 2009, 07:30:43 PM »

I guess that they're working on the principle that all classes should be equally appealing, regardless of map and whether you're attacking or defending. I dunno, maybe give him the ability to push back partial captures faster?
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« Reply #9 on: January 04, 2009, 07:50:04 PM »

He is already the most attack minded class in the body of 9 classes (were sniper is the most defense minded)

Actually by design the engineer is the counterpart to the scout. Basically his biggest contribution to offense is the teleporter.
So when you are thinking about defensive scout you could just as well consider giving the engy a bigger edge on O.
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« Reply #10 on: January 04, 2009, 09:32:13 PM »

Mr Chug; he already does that at twice the speed of any other class.

One thing that is missing entirely from the game is decapping partially capped points which you already own (instead of it going down slowly manually). Defensively, it's a bit of a big issue - possibly game breaking - but it is the scout's forte, and would add a proper defensive element.

Hmm, hard to think though, it's my second least played class, since I'm pretty bad at actually killing anything as a scout.
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« Reply #11 on: January 05, 2009, 02:13:38 AM »

The only weak point of scouts atm are the people controlling them not being able to keep up aiming properly with the speed. A good scout will dominate the game either in defense or offense.

Thought of a good scout secondary wep though, gluegun replacing pistol - doing no damage and having a very short range but giving either a snare or a significant movement speed decrease for 5 seconds. could reduce tracking speed on turrets too.
I think that this could do wonders for the scout tactically,It would make them more helpful to the team by making it easier for their sniper/soldier/demomen teammates to get a kill.
It would make them amazing at harrassment, they could keep darting in and slowing up medics to slow up the advance, or counter an uber.
« Last Edit: January 05, 2009, 02:16:25 AM by Zarf » Logged

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« Reply #12 on: January 05, 2009, 10:22:40 AM »

I've seen defensive scouts work - but it needs a skilful player to do it

Riboflavin was the best damn scout I've seen - even by Trigger's standards.
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« Reply #13 on: January 05, 2009, 01:02:46 PM »

@Zarf: Could work, but not five seconds. Either one second or instantaneous like Natascha.
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« Reply #14 on: January 05, 2009, 01:30:47 PM »

Depends on the Rate of Fire, I was thinking flaregun speed. It would have to slow for at decent amount of time to be any good, any less and I just can't see myself using it vs trying to get some shotgun kills. 
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