Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

Is It just me? Are Scouts a bit OP?

STAR WARS: The Old Republic > English > Galactic Starfighter
Is It just me? Are Scouts a bit OP?

mr_sim's Avatar


mr_sim
12.11.2013 , 11:14 PM | #1
I know there is now a legion of scout pilots already ready to yell about how they fly tin cans that die far too easy how could they be over powered?

To that I do understand, however I feel that scouts die to scouts and not so much to Strike fighters or Gunships.

I also acknowledge that there are still more game modes and another class to come. So to BioWare I say this, Right now the scout is unquestionably the space superiority fighter and I believe they have an innate advantage at both scoring kills and gaining medals. If this continues we will see the other classes abandoned.

Furthermore I don't anticipate the bomber class to fair much better against the Scout either.

At first I though the scout needed even less health/armor/shields whichever, but I don't think that is the right course.

I now believe that what the scout needs is a reduction in firepower, I suggest not lowering the dps of their lasers(no change needed to rocket damage) but instead lowering either their accuracy or their range. I think best would be to have much harsher accuracy falloff curve as range extends possibly even having dps falloff as well slightly.

I think forcing the scout to be more of a Knife Fighter is what's needed, because in a starfighter vs starfighter gameplay, the scout currently is a "space superiority fighter" and the only class killing them are other Scouts.

common Bioware I know you like this game to be balanced so let's do that.

tunewalker's Avatar


tunewalker
12.11.2013 , 11:24 PM | #2
I will say you see it the most in the hands of a skilled player. Both players being highly skilled Strike vs Scout the Scout will tear the Strike up thanks to its cooldowns (disruption shields + Blaster overload with Quad lasers= head to head everything loses and that's if they don't pick up Concentrate fire oh my with Concentrated fire your talk Mando damage done and none taken thanks to Disruption shield) and then just escape when ever they want Via Barrel Roll and insane booster strength.



http://dulfy.net/2013/11/16/swtor-ga...DQAOAA4ALgAOA=

Try being something other then a scout and living through this or killing this if the person is a skilled pilot, good luck.

mr_sim's Avatar


mr_sim
12.11.2013 , 11:30 PM | #3
Quote: Originally Posted by tunewalker View Post
I will say you see it the most in the hands of a skilled player. Both players being highly skilled Strike vs Scout the Scout will tear the Strike up thanks to its cooldowns (disruption shields + Blaster overload with Quad lasers= head to head everything loses and that's if they don't pick up Concentrate fire oh my with Concentrated fire your talk Mando damage done and none taken thanks to Disruption shield) and then just escape when ever they want Via Barrel Roll and insane booster strength.
Soooo if I'm reading your No Punctuation right.

You are saying that yes I should park my strike fighter because I'm an idiot to take on a scout with one?

tunewalker's Avatar


tunewalker
12.11.2013 , 11:40 PM | #4
Quote: Originally Posted by mr_sim View Post
Soooo if I'm reading your No Punctuation right.

You are saying that yes I should park my strike fighter because I'm an idiot to take on a scout with one?
Funny thing I was agreeing with you and punctuation has little to do with the validity or strength of an argument. Also () are a form of punctuation, so I may not have much but I do have some.

What the post above essentially said was that because of their speed ability to use distortion field shields along with insane damage thanks to Blaster overload in combo with a crew ability essentially makes Scouts unstoppable killing machines, as Distortion shields make them 100% immune to everything a Strike can do for 3 seconds out of 30 and for that time with damage CD's up the strike will be dead with out ever landing a single shot.

TylerAcalan's Avatar


TylerAcalan
12.11.2013 , 11:46 PM | #5
It's just you.

Topic question answered.

Taleek's Avatar


Taleek
12.11.2013 , 11:51 PM | #6
As a scout pilot, I want to say no, as there certainly are tactics that take me down pretty quickly. My best advice would be 2 or 3 gunships coordinating fire, if you are dealing with scout spam anyway. Try to drag them into long fights and get them fixated so that someone else can kill them. There may very well be some validity to what you're saying, I don't know, I may have to try flying Strikes myself (I'm a Flashfire pilot first and foremost), and see if I can use what I've learned to come up with some effective anti-scout tactics. Hopefully, some of the Imps on Harbinger will hear of these so they can put up a decent fight from time to time :P
*insert witty retort that will become someone's signature*- Kitty Prawn
http://www.swtor.com/community/showthread.php?t=347245
.- Never forget.
"DPS is science, healing is art, tanking is strategy."

MCaliban's Avatar


MCaliban
12.12.2013 , 01:04 AM | #7
I find scouts easier to take out in my gunship than strikers.

I find it easier to farm requisition in my scout.

I can do more damage overall in my gunship, but only if the rest of team is competent. I usually start in a scout and then if the team seems solid, I'll switch to gunship.

With a scout I can fly all over the map, taking on targets of opportunity and easily disengaging if things get too hot. Likewise, if a node suddenly starts losing turrets, I can get there faster.

1 on 1 vs a striker, I'll usually die in my scout ship... but I don't have to do a 1 on 1 if I don't want to. I think that's the 'OPness' of the scout - not that they're better damage dealers or better in a fight, but that they get to choose which fight they're in.
Better to be the tail of a dragon than the head of a lizard.

sentawan's Avatar


sentawan
12.12.2013 , 01:12 AM | #8
Blaster Overcharge is the best ship ability in the game (imo). Distortion field is really good against lasers and only comes on scouts and gunships. Sabotage probe is a very good missile.

I personally use distortion field on my IL-5, but since I only trust myself to cap nodes, I don't use blaster overcharge. I use booster recharge. I also use cluster missiles, preferring the quicker dps to the sabotage probe and its long lock-on timer.

Pros: Scout is the best ship for capturing nodes, holding nodes (weaving satellites), and killing gunships. With Booster Recharge, it can get anywhere in the map at any time. However, if you use blaster overcharge, a scout can hold its own against any strike, especially with sabotage charge, but then it lacks the map range that is a "pro" of a scout. A scout can outmaneuver any other ship in close combat. It can outrun any ship, especially if it has booster recharge.

Cons: A speed scout (no blaster overcharge; has booster recharge) lacks firepower by a lot. It takes a long time to kill a strike or a gunship with defense upgrades. Its very difficult if the strike has quick charge shields fully upgraded with 60% recharge when taking damage. It simply does not eat through the shield quick enough. It lacks hard hitting missiles.

I would prefer to use a strike. It has greater defense and firepower. I am always amazed at how quickly I can kill things whenever I use a strike class. I have more kills with a strike on average. I personally can't trade in the booster recharge and the ability to be anywhere on the map in order to save a cap or capture. My kill number average range on a strike is 8-10. On a scout it is 5-8. It's the flip of these numbers for assists. I get a lot of assists on my scout because it takes so damn long to kill anything, but on my strike, I can kill things in a third of the time.

In the end, I don't think the scout class needs a nerf. It is already a slog to kill the other classes. The only thing that is overpowered is Blaster Overcharge. It may need a slight nerf, but a scout already gives up enough when it can no longer actually "scout".

Gavin_Kelvar's Avatar


Gavin_Kelvar
12.12.2013 , 01:33 AM | #9
In a 1v1 turning dogfight sure the advantage goes to the scout. The simple counter is for strikers to team up. They have the shields so one can draw the scout's fire while the other shoots them down. I've primarily played the striker (recently unlocked the flashfire & am trying to bring it up to par for variety) and I've shot down a fair few scouts. When they run if my objective was defend/attack a sat I let them run since shooting them down won't help the team as much as the sat.

Without tactics yes scouts are OP. With tactics they're balanced. Remember this is a team game not Rambo-in-starfighters.

EDIT: I should also add I've been focusing on upgrades that help my striker perform in turning dogfights so even though I can't turn as tight as a scout I can fly them to a stalemate (my shield upgrades allow me to take whatever they might have a chance to dish out). If I don't shoot them down usually I end up being the bate that lets someone else shoot them down (and using my ion cannons helps speed up that process if I can't shoot them down myself).

Like with gunships I try to avoid locking missiles early since that gives scouts time to run, normally I open with ions, switch to quads and if they're still alive try to nail them with a missile while they flee.

Helig's Avatar


Helig
12.12.2013 , 03:38 AM | #10
Scouts are useless in the hands of players who can't pilot them. Those that can still may fall easily to attacks of opportunity. If he's not actively boosting or LoSing, he's railgun fodder. If he slows down for a second to hit his target better, he's blaster cannon fodder. If he flies around in the middle of a firefight, he's missile fodder.

I'm primarily a Scout pilot, but I run all ships for bonus fleet req, and Scouts are almost always my preferred target - whenever I'm running a Gunship, or a Striker.

On the Gunship, awareness is my weapon against them. Always look around between shots, change positions between kills. If you see him approaching, chill, when he starts lining up his shot, reflect shield, railgun/scatterblaster. The only ones that don't die right away are those sporting good upgrades, or that activate Distortion. But they're still forced to break off where you can either pick them off, or create distance with barrel roll engine.

On my Striker - power to shields, engine specials, cluster missiles by cooldown, hit them with Ion cannons whenever I get the chance - Energy drain is great.
"I'm not *giving* him cake, I'm *assaulting* him with cake!" - Pinkamena Diane Pie