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Scouts
Posted: 2008-03-23 16:27
by Meester
As in the class.
Perhaps they should also be given the ability to spot units or grid numbers where the enemy is placed. After all thats what scouts are for, to spot? Im not sure they live up to their name at the moment.
Posted: 2008-03-23 17:15
by Maxfragg
scouts / spotters have been suggested before, but i still think that they could be helpfull
(as rifleman scoped, the gilesuit and without HE and shovel for example)
especially since the specops got limited
Posted: 2008-03-23 17:37
by gclark03
Even if it may seem like a re-suggestion, this is really the only thing that would give significance to the Scout class; grapples, shovels, ammo, and grenades can't do the same.
Instead of heavily buffing the Scout class with equipment, just give him the ability to spot and there will be renewed interest in running around with an SKS.
Posted: 2008-03-23 17:51
by Expendable Grunt
I had originally thought giving the militia scout some anti-personnel mine would be good, but the devs never really said anything.
As for the insurgent scout, I'm still confused as to why he has a wrench.
Posted: 2008-03-24 09:17
by Expendable Grunt
Ghost1800 wrote:because on the maps the insurgent scout is around the civilian isn't... though to be honest I never really see any insurgents hanging around repairing anything anyway.
Exactly. Given the choice, few players will take scout--I'll take it, though, as I like the grapple

.
Posted: 2008-03-24 11:02
by Spec
The grapple rules. Especialy on archer its damn useful to have one. There are lots of things you can do with those rocks.^^
Posted: 2008-03-24 12:18
by Expendable Grunt
Miss the "good old days" when my insurgent kit got one
It's a nifty kit. Can the wrench undo mines, or is it just like the civi wrench?