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Thread: Rifleman > Scout | Forums

  1. #71
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    Although XP is generally created by:

    A) Assisting team members taking objectives
    B) Killing the other team.

    Sure, it does not guarantee a win but it is the greatest indicator of how well a player did. If everyone on a team scored 30k a game odds are they kicked the other teams A......
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  2. #72
    Quote Originally Posted by uwilltap3 View Post
    Although XP is generally created by:

    A) Assisting team members taking objectives
    B) Killing the other team.

    Sure, it does not guarantee a win but it is the greatest indicator of how well a player did. If everyone on a team scored 30k a game odds are they kicked the other teams A......

    Not always. Most of the time, I'll end up with the most XP by far, because of data hacks or something, but I'll find that I could have helped my team a lot more if I had just focused on killing the enemies, instead of earning "teamwork points".
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  3. #73
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    lol... Just got put into a random room with you Charity.
    The abbreviation for et cetera is "etc" not "ect."
    "Loose" is the opposite of tight. "Lose" is the opposite of win and/or find.
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  4. #74
    Quote Originally Posted by WombatT6 View Post
    lol... Just got put into a random room with you Charity.
    Did you really? I'm trying to power level my Scout, and it's not working very well. I've been getting so many failed hacks =(

    You should add me. I have like no friends to play with.
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  5. #75
    Member L0CI75's Avatar
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    The odds of that happening should be small. I guess not as small as the userbase

    I've noticed I'm running into the same people over and over, and I mean the following day not the very next match. I don't know if that's due to a small number of players, or if the net code has been improved and I'm getting put against people with 'compatible' connections, or both?
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  6. #76
    Sorry, but you snipers are the biggest whiners. More then 90% of the time camo does exactly what it's intended to do (behave very similar to a ghillie suit), and it does not make you a "shiny blob" as some of you claimed during the beta. That misconception comes from players appearing less transparent viewing themselves from behind in the third person view and from seeing other players (with camo engaged) up close through magnification scopes. In reality, you need to look directly at someone with camo engaged to notice them most of the time and even then it takes a second for your brain to register what you are looking at. That extra time to respond to the enemy is the equivalent of the rifleman's improved armor (which is equivalent to approximately one extra bullet; at least in lag-free games). As for the complaint about the OTR scanner; it does not reveal your exact position like it reveals the enemies. In my opinion, each class is well balanced and has their own pros and cons.
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  7. #77
    Quote Originally Posted by TacticalGRFS View Post
    Sorry, but you snipers are the biggest whiners. More then 90% of the time camo does exactly what it's intended to do (behave very similar to a ghillie suit), and it does not make you a "shiny blob" as some of you claimed during the beta. That misconception comes from players appearing less transparent viewing themselves from behind in the third person view and from seeing other players (with camo engaged) up close through magnification scopes. In reality, you need to look directly at someone with camo engaged to notice them most of the time and even then it takes a second for your brain to register what you are looking at. That extra time to respond to the enemy is the equivalent of the rifleman's improved armor (which is equivalent to approximately one extra bullet; at least in lag-free games). As for the complaint about the OTR scanner; it does not reveal your exact position like it reveals the enemies. In my opinion, each class is well balanced and has their own pros and cons.
    Do you use the scout? Sure sometimes the camo behaves itself but sometimes its a complete mess. When I was making the "Spot the Scout" video I had to reposition my friend several times because the camo was doing weird things like glowing and it was so ridiculously obvious. It actually draws your eye to it sometimes, where if I had been in regular green ghost camo pattern I might have went unnoticed.

    It's not completely useless because I've been fooled by it and have fooled others with it before, but it certainly does live up to the shiny blob description at times.

    I don't snipe by the way.
    "A single twig can break, but a bundle of twigs is strong"





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  8. #78
    Senior Member shobhit7777777's Avatar
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    Quote Originally Posted by B3ANTOWN B3A5T View Post
    Do you use the scout? Sure sometimes the camo behaves itself but sometimes its a complete mess. When I was making the "Spot the Scout" video I had to reposition my friend several times because the camo was doing weird things like glowing and it was so ridiculously obvious. It actually draws your eye to it sometimes, where if I had been in regular green ghost camo pattern I might have went unnoticed.

    It's not completely useless because I've been fooled by it and have fooled others with it before, but it certainly does live up to the shiny blob description at times.

    I don't snipe by the way.
    I partially agree with you...while the camo is quite effective it does sometimes accentuate the silhouette of the Scout. When hiding in an area which has predominantly one colour the camo becomes effective....its also effective if you are hidden in a cluttered up area (Bushes) or half in shade and half in the light. Interestingly, the best way to use the camo is to have the source of light behind you....a large patch of uniform colour.

    I would like it if the game would give the player the choice of camoing up. I have been detected because of the "Glow" of the camo when it engages.....had I not cloaked the enemy would've lost me in the clutter.



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  9. #79
    Quote Originally Posted by Phoenixmgs View Post
    I've played all 3 classes to level 50 and I think all the classes are balanced. I really think a rifleman should have to pick between a GL and ammo box at a decision point, and I also don't like that the engineer and scout get GLs as secondaries. I play classes based on the map; I play the scout on Underground, Sand Storm, Cargo, and Alpha; the rifleman on Market, Harbor, and RIg; the engineer on Mill, Pipeline, and Overpass.
    I disagree I think Overpass and mill are both obvious scout levels and in some ways Pipeline as well, They both have that long site lines.I think underground and Alpha is more suited to an engineer and riflemen
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  10. #80
    Senior Member Phoenixmgs's Avatar
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    Quote Originally Posted by THE-DOK View Post
    I disagree I think Overpass and mill are both obvious scout levels and in some ways Pipeline as well, They both have that long site lines.I think underground and Alpha is more suited to an engineer and riflemen
    Just so you know, I only play the SMG scout. And, I realize maps can be played differently, but I really think certain maps play to certain classes strengths more than others.

    I kill so many enemies from the house on Overpass to the other side of the street, which I couldn't do as a SMG scout. Yeah the stun mines definitely can be very effective on Overpass, but so is the sentry turret, I can cap Decoy objectives by myself with the turret. I seen a total of 2 snipers to actually give me trouble on Overpass. On the street overpass sniping area, you can actually position yourself to see down the left side of the map (the main side) and really disrupt the other team pushing up to basically spawn trap your team. I've seen a total of ONE sniper ever do this. Also, if you are sniping on Overpass (from your spawn, the pedestrian walkway or overpass), and you can't stop the other team from going to right or left side of the map out of their spawn, then you are totally not helping your team whatsoever. Mill is fine for a sniper scout but I definitely think there is way too much medium to long range shooting for the SMG scout, there's enough cover on Mill to get yourself into medium to just past medium range shooting to not need the range of the rifleman's ARs or the range of the scout's sniper rifles. Also, Mill is pretty open making stun mines less useful. Plus, the engineer's sensors come in extremely handy on Mill whether it's sensor nading the mill, the graveyard, and the areas around any of the map's various small buildings. Mill very much feels sectioned off into basically 4 main quadrants to me. Pipeline is the smallest map but has pretty consistent medium range shooting in the middle and along that one side of the map, the engineer's L22A2 gun can one-hit headshot kill at almost every point of the map, I drop snipers so fast on Pipeline. And, oh my, are sensors EXTREMELY useful on Pipeline and so is the sentry turret. I think Underground is perhaps the best map for the SMG scout, there's close quarters shooting just about everywhere on the map, plus stun mines are ridiculously effective. Alpha can be played a number of ways, there's some really great parts of the map to stun mine and you can play on parts of the map that are mainly close range shooting like those 2nd level areas. I sometimes switch to a rifleman when the enemy really gets an area on lock-down so I can kill from much further range and stun mines are then no longer effective.
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