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Old 07-09-2011, 06:43 PM   #21
angrypyro
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Originally Posted by reaper18 View Post
If he were to have a new weapon, it would need to be something that could either counter an obstacle he might encounter, like a pipe trap or an sg or a soldier, or it should do something to aid his movement abilities.
Something like the EMP gernade might be a good addition to the scout for clearing out pipe traps. Why does the engineer have the EMP anyways? It seems better suited for an offensive class since it is most useful for clearing out pipes. Otherwise it seems just like a frag grenade with random damage depending on ammo.
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Old 07-09-2011, 07:20 PM   #22
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EMP IMO needs to stay with the Engi. I think aside from the SG, the EMP is what defines the Engi as his current self and I would be a very sad panda if the Engi got stripped of his EMPs.


The scout would do great with a small sawed off shotgun. Doesn't have to be a double shotty or anything, something that will do just enough damage from a close range and do shit for damage from medium to long range. I definitely dig the first screenshot in this thread. MAke it so each shot takes a while longer than the current shotty to reload. So instead of reloading 8 shells into the gun, the gun would only allow for 1 shot before he has to reload.

Yes the scout should get a weapon upgrade, but it's gotta be balanced so scout isn't just running around taking peoples heads off with the new weapon.
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Old 07-09-2011, 08:50 PM   #23
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The Scout taking off people's heads isn't what this is about... it's about being able to deal close range damage to someone who is probably already hurt, while running out with the flag.

I actually like the idea, myself. Nothing major, but a short range weapon that can drop a "blocker" by 8-10 health/shot. I would agree that 2 shots before reloading would be good, though. Reason for 2 instead of 1, is that you could miss with the first(I'm almost notorious for it).... especially if you're conc'd.
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Old 07-09-2011, 10:23 PM   #24
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Originally Posted by angrypyro View Post
Something like the EMP gernade might be a good addition to the scout for clearing out pipe traps. Why does the engineer have the EMP anyways? It seems better suited for an offensive class since it is most useful for clearing out pipes. Otherwise it seems just like a frag grenade with random damage depending on ammo.
while it is better suited i believe that what makes the engie the engineer even if ti doesn't make sense its a valuable tool on the battle field and maybe even part of the road to adding some offense to the engineer. personally i don't want a scout to have any powerful weapons he fast that's his job so emp nade for scout, to powerful. i think we need tweaks to classes now not adding brand new weapons but maybe secondary attacks or changing how the weapon works slightly.
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Old 07-09-2011, 11:06 PM   #25
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If you give the scout even half-decent weapons, new players will try and DM with it, which is a losing proposition. Any new abilities we give the class in future will be useful for avoiding combat/grabbing flags, not for doing damage.
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Old 07-09-2011, 11:46 PM   #26
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He's a Scout, A SCOUT. He's a wimpy little punk ass.

The peashooter and nailgun are more than enough for him.
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Old 07-10-2011, 01:14 AM   #27
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He's a Scout, A SCOUT. He's a wimpy little punk ass.

The peashooter and nailgun are more than enough for him.
agreed. and what carl stated above.
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Old 07-10-2011, 04:51 AM   #28
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Scouts are not a pussy class. I've seen Hadez get more mini-shotty kills in pickups than the soldiers he is playing. People just don't even think to shoot the mini shotty but its actually awesome.

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Old 07-10-2011, 06:19 AM   #29
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Scouts are not a pussy class. I've seen Hadez get more mini-shotty kills in pickups than the soldiers he is playing. People just don't even think to shoot the mini shotty but its actually awesome.
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Old 07-11-2011, 06:52 PM   #30
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Old 07-11-2011, 08:24 PM   #31
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i love the concept of the idea however is it necessary now no (that means it goes on a list that its 500 miles long.) then is it just to awesome to ignore nope. so basically i don't see it happening mostly because whiles it not a bad idea it requires work and it doesn't really benefit more has a tweaking effect to the class as of now that i can spend tweaking something else that really needs tweaking.
A valid point indeed, so I'm +1-ing this.
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