Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Higher level scouts get more ranged deletes with cooldown, which is enough IMHO.
any char can clear out parts of the map silently. I even killed 2 guys ( 5 seconds apart that were in eachother's viewcones...he didnt react at all to his comrade dying, and mine standing behind him(the dead guy) ( also in the cone...^^)
The Binocs could have been given to the commander or the squad leader for example
It just makes zero sense and nothing ever will change my mind in that regard.
A hard limitation by ammo and/or a limit of 1 sniper per mission would be better balancing and would make more sense (with a fix amount of ammo(if enough in storage) + sidearm to switch too), make every bullet important, so it couldnt be abused to clear the map. Or having to find the sniper rifles first
That is the most arbitrary thing I have heard in a while. What law of physics says that I cant put all three snipers into one squad? Well aside from the fact that snipers suck in melee (10 damage vs the rifleman's 40) and they dont gain VIT when leveling
fact is sniper is stupid like a lot of this game due to poor decisions making game far too simple. So few stats, %s, bonuses, etc...
Sniper for example should get like crit chance(especially when not seen), bonus when on elevation (all guns should but sniper biggest including vision and of course if elevation good enough enemies should not be able to easily see), O and of course the most ridiculous and obvious should have like 2x the range of every gun maybe 3x that of pistol >_> not all same... etc...
Aye, that's what I meant with scouts getting even more powerful later.
Crit shot is a level 3 skill - you get that pretty quick for all scouts. Remember that your characters can have more skills but you have to decide which skills are active (limit: 4). I use some scouts with camouflage and others with crit shot setup. Usually I've 3 scouts with me.
Scout on even level 1 are vital.
If you combine them with the level 2 rifleman "ninja" with silent steps you can clear whole maps in stealth with the rifleman assassinating the enemies your scouts spot with binoculars.
And later as people said they get gear and skills for long shots.
That they made the "long reach max damage shot" a skill with cooldown is OK as else the game would get boring.
So combined arms they are a vital part.
And even if not using them in combination with stealth kill classes:
The binoculars can reveal areas even when there are walls and houses in between.
They only need to be in "reach" of the binocular.
So you barely walk into ambushes.
Just stop - use your binoculars on a area you want to go for - get all the juicy details before walking into a ambush or a patrol.
(I agree with your mentioning about there not being enough variation between weapon classes, though, as far as the weapon stats themselves go)