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回報翻譯問題
Mobility is worth a lot in this game. They can get around the cave faster than any other class, hands down. They’re great at helping return large minerals as a result. They are also the de-facto medics, it’s easy to get in and out safely.
And then there’s flares. Being able to see everywhere is a huge survivability boost to the team, much harder to be surprised.
I’d really describe them as the “support” class of the game. Their guns are fantastic at killing priority targets, but generally poor against hordes of bugs. Overclocks seem to make a bigger difference in their combat potential than other classes.
I always prefer having a good scout on the team. Visibility and mobility are huge.
Pretty sure most players don't find him boring, or they wouldn't be playing him.
Play another class if he doesn't jive with you.
My build:
GK2: 2,2,2,2,2 +Homebrew Powder
Zhukov: 1,3,1,3,1 +Gas Recycling
Grenade: IFG
Hit groups and heavys with IFG; then hose them down.
Devs kinda dug themselves into a hole with EPC, cuz so many people love it now, that it's probably never going to be removed. On the other hand, I and many others feel he never needed it in the first place.
On the topic of Scout tho, I don't really think "he's weak" is a valid complaint, because that's kinda the point. And he's certainly not useless. Having a Scout means the team will be able to get Nitra MUCH faster and see MUCH better in the dark, which are two benefits that you really come to appreciate when you compare a game without a Scout, to a game with one. You really only see the difference if you're not the Scout yourself, tho.
The paradox with Scout is that the better you do as him, the less people notice you're helping. Scout should always be off mining stuff or picking off Spitters/Praetorians at a distance, meaning he's not always right next to the rest of the team. If he is, he's doing something wrong. So it's kind of a conundrum.
I find Scout to be more for people who like avoiding combat and supporting their team. I mean, obviously if you like being up in your enemy's faces and Rip-and-Tearing until it is done, Scout won't be your favorite class. Nothing wrong with having a least favorite.
I agree with the TCF stepping a tiny bit on scout, and how much more aim he requires to play effectively in battles, when compared to the other classes.
That said, a driller still fails to best a scout in the utility department. Scout can offer more than freeze for preventing bulk explosions and nexus swarmers:
-Light, obvious but always deserves to be mentioned, can save a lot of time and acts as a sort of buff for everyone, letting them know what is coming and when, allowing each class to position themselves ahead of time and pick their targets.
-Hook, in the "time saving" category it's hard to beat: secondaries can't be TCF'd, and a driller can't travel a map as fast, that aquarq that fell off into that hole scout is already picking it up, those mineral chunks your pockets were too small to carry scout can do a quick back and forth in seconds, etc, etc. It may not always seem like much (and it may actually not be much) but it stacks over a single mission, gaining time and so, preventing more bugs from spawning.
-IFG, unlike the cryo nade, it has its own effect only scout can bring: a pretty strong slow and a 30% damage increase. The grenade itself lasts for 15-20 seconds if i remember correctly. Throw it at a bulk and it's basically not a threat anymore, slowed down to a crawl (apply more slow effects and it basically stops moving) and it gets melted by your team, or yourself. A scout with a high dmg m1k and IFG can take care of a bulk by himself, the rest of the team can spend their ammos elsewhere.
IFG also works on pretty much everything except macteras since those fly. Oppressors, praetorians, wardens, etc, packs of grunts too if you need it (lets you line up headshots), its a very reliable and strong grenade allowing the team to save 30% of the ammos that would have been spent on the same bugs if it wasn't used.
-That damn warden hiding somewhere, get your scout on the job, his grapple will let him find it in seconds and his primary will shred that pink ball, nades if there's too many bugs protecting it. This example is pretty specific but you can apply it to similar situations, like a spitter who keeps hiding, a shellback, grabber or trawler who escaped with low hps, or a kursite mob hiding god knows where.
-Safety net: bringing a second driller or gunner will give you more firepower and c4/shields to prevent a wipe, but it can and will still happen, no matter the amount of boolets you can fire. Scout can survive for as long as he pleases if he has enough space to move around. I've saved a few EDDs just by abusing the hook (it sometimes feels a bit too much in all honesty, I wouldnt mind a small trade between his survivability and firepower) You can hit the maximum amount of bugs a map will support and still survive, as long as your pc does too.
-Sparing ammos: anyone can kill a spitballer, a warden, an oppressor or a bulk, but the ammo scout has to spend on those targets is lower than you might expect. 2-3 focus shots for spitballers and wardens, oppressors can get bursted with a power attack, unloading your boomstick and a focus shot or two. Not only is it pretty fast, you can easily get behind it to do this, and you can get rid of it before it gets even remotely close to your team. Spitters, tri-jaw, slashers and other threatening bugs can also be eliminated before the team sees them.
As I said before, IFG, but also cryo and to a certain extent phero also all help to spend less ammos.
I probably missed a thing or two, but in short the scout smooth things out:
-Your team will be able to shoot more freely, thanks to your nades and the time your grappling hook let you save (Also means you don't lose the time gained during exploration when fighting the swarm due to scout's lower firepower)
-Deadly/sneaky bugs will come in reduced number because most will have been eliminated already
-More and better lighting makes fighting more comfortable
-If someone goes down, maybe even in a tricky spot, scout can get him back on his feet in less than 10 seconds. If everyone goes down, scout can secure a mission or even allow the entire team to get back up and fighting.
"I don't do so much "scout" as make this operation possible" "Keep them ♥♥♥♥♥♥ off me, and I'll keep the team alive"
If the devs decide that EPC has problems, they're not going to leave it just because a bunch of people like it.