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Showing results for tags 'scout'.
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I think it would be a cool addition and it would balance the Insurgent/Militia team more if we had Mines/IEDs triggered by stepping on them. They would greatly help both teams and they would be awesome. Many times US soldiers have stepped on a weird looking "rock" only to blow up a milisecond after. I would personally love those. One good mine, a full squad tightly knit together and one man to step on it. Amazing.
kisbiflos posted a topic in Feedback & SuggestionsAbout IEDs I really love playing scout, I use to patrol around my team and give them info while rigging roads and buildings with explosives. The fact that IEDs can be blown up after dying is simply fantastic and even realistic with phone detonators if you think about it. At this point the IED is really not much of a big deal, it does not one hit any other vehicle than trucks, technicals and BRDM, and let's admit, it is really hard to sneak up on a vehicle with 30+ enemies running around. You have more chances of getting a kill with a random nade towards an enemy squad than a well placed IED. Second issue is that it's not very effective against infantry either, it really is hard to lure an enemy squad into it or guess precisely which building will be taken, even if you mange to place it well and time your detonation correctly, you get about a 10m lethal radius. I would like to see IEDs be more effective against infantry, having a 15m lethal and a total damage range of 20m. Scout weapons: The SKS in V10 got a little bit better due to the fact that we can use sight ranging now and have permanent iron sight zoom. What I noticed though is that it takes 3 chest shots to down enemies even from close range now. It would be really good to see some kind of better weapon for the scout a semi-auto 7.62x54mm, .308 weapon, basically something that is more reliable on range. M14 for millitia, FAL variatns, SVT-40 (since we have PPSH), scopeless SVD, I would be happier even with a Mosin Nagant. The SKS is bad at long range, bad at short range and just decent on mid range (compared to standard AK and M4 it is bad even on mid range). Scouts could be able to place one eye marker visible to squad(leader), maybe with different color. For faster and more accurate communication. A little unfair advantage: I find it unrealistic that the scout can plant his IED on a enemy vehicle and see when it starts moving on the map. Most of the kills I had as scout are thanks to this feature. IED should be visible on the map only if the player is close enough or when not placed on vehicles. Remote detonated claymore: - One or two can be placed by a new class (or maybe one of the riflemen) - Has a damage range up to 30-50 meters - Works with shrapnel just like the real one (or Rising Storm 2: Vietnam) - Disappears when player respawns (honestly I have no idea if actual claymore detonators can change operating frequency like IED detonator phones) - Russian counterpart MON-50 Large IED: -A new type of emplacement a booby trapped fuel barrel or propane canister -Can be built by scout, just like squad leader items -Requires a logi or new kind of vehicle (ammo/mining technical) nearby -Can be detonated trough phone by "selecting firemode" -Only 1 or 2 can be built by the team. -Takes away resource points from logi/mining technical -Can be detonated by external damage, 30mm HE, rockets, grenades, this would make it harder to detonate it at the right time and give APCs a chance to avoid it -Simple gunfire (even with tracer ammo for sake of balance) would render it useless (30-40 shots), basically destroy it by draining the "fuel" -Can be destroyed with a shovel, a silent way of removing it Or it would be something that can be built by anyone with a new specific vehicle nearby and would be detonated from within that vehicle or scouts, maybe a placed wired detonator. Tripflares: - It works like a classic tripwire mine, but instead of the explosion a flare of some kind is triggered, either a classic flare round or fountain of flame and smoke. - Can be placed by scouts in FOB range just like buildings by squad leader - Placement summons a silhouette just like every other building with both placement posts and wire - 3 can be placed per scout - Can also be placed nearby logi for supply points (or ammo/mining technical) I am not saying all of my ideas should be implemented as they are, but I would really like to see them worked into something that can be used. I put a lot of "maybes and ors" in there on purpose, so you guys can decide what is the best.
VIDEOGUIDE: TEXTVERSION: Hello Solider, I am Stormsolid and today we are going to look at the Scout class and how to use it properly. Let's get this guide started aye? Gear Let's start with your gear before we start talking about tactics and how to move around with the scout.Your main rifle no matter if you play as a insurgent or militia is the SKS or Samozaryadny Karabin sistemy Simonova a semi automatic carbine.Here a quick weapon guide:You have 8 magazines with each having 10 rounds in them.The calibre of this gun is the seven point six two by thridynine millimetersThe SKS has a muzzle velocity of 715 m/s which means your damage falloff starts at onehundred and fifty meters and ends at twohundred and fifty meters.In these onehundred and fifty meters you are going to deals seventyone damage per shot while it's going to drop to thirdy five damage per shot after twohundred and fifty meters.You need five point seven seconds for a dry reload and four point five for a tactical reload.Oh and here two fun facts,looking at the squad development kit you can see that the SKS is usinga) the same projectile as the M One Ten and the SVD.b) the SKS it's damage curve, is the same as the AKM. Both use the "AKM_DamageCurve"As a scout you also have a Makarov with 2 magazineswith each having 8 rounds.You deal 32 damage with one shot Now let's talk explosives The scout has one RGD-5 Frag grenade.One TM-62 Anti-Tank mine,One IED or improvised explosive deviceand of course a phone detonator for handy wireless detonation!You also have 2 smkoe grenades, 2 field dressings, one shovel to construct and destroy stuff.aaaaanndddd binoculars, important tool. Yes you heard me right, very important but we're going to talk about that in a second.There is also these 5 rocks also called "decoy rocks" aka. "nothing to see here" rocks. The Sneaky Scout Guide The Sneaky Scout Guide:-Sneaky Scout Guide?-Movement-Hunting Enemy vehicles-Spotting Sneaky Scout Guide - General Information The sneaky scout guide is about a playstile that's focused on playing like you are a ninjathat wears a Kufiya instead of a black mask.as the sneaky scout you mainly try to avoid being arround blueberries.Your primary targets will be vehicles and your secondary targets will be FOBs or HABs.With the ablity to kill vehicles that cost 28 or more tickets like the BTR Eigthytwo A and or killing FOBs worth twenty tickets you have a lot of power. Movement Flanking.If you don't hear an enemy vehicle shooting somewhere that you need to hunt you are on the search for enemy FOBs.Efficient ways to hunt FOBs is to find a area where both teams are heavily fighting.Let's say you are on sumari fighting for palaceand trying to flank the enemys but not engaging them.If you spot 2-3 people coming from the same direction you will try to estimate where the FOB or rally could be.Even by destroying "only" a rally you might force the enemy to respawn at main and to take a vehicle with which they hopefully are going to drive over one of your mines.If you found a FOB and you're alone I'd advise you proceed like this:plant your IED somewhere next to the radio and start digging, if you can dig it down to stage 2 you can start running to a safe position and blow up the IED.The IED is going to kill 2 stages of the FOB.If you dig and get killed while doing so you have to quickly spawn at your main and call your loved ones with the phone detonator!You will probably kill the people who just started digging it up and almost destroyed it.Hunting Enemy VehiclesIf you want to hunt vehicles you need to listen closely and watch the map everytime your not sure if that vehicle shooting wasn't a friendly one.For this you can ask your Squad lead if there is a enemy vehicle that is holding him back somehow, maybe he want's to get on a cap but can't because a BTR is watching the cap.If you know the area is hot and that there are going to be infantry people I suggest going full allahu akbar bike.if the vehicle is in a remote possition where you probably won't find many enemy infantry people you should try to sneak up on him and blow him up by etherA) planting an IED behind him and blowing it uporB) planting a mine right next to him which will kill him and you instantlyI prefer B if I am out in the middle of nothing and if I have no vehicle to get back to a ammo crate, in any other case I'd rather plant the IED and get it that way.Just keep in mind that the enemy vehicle won't instantly blow up when you try it with and IED, they have a good 4-6 seconds untill the vehicle is going to die because of the fire.Which means if you show yourself to the gun in that time you will probably get to eat some democracy. Spotting So I mentioned you having binoculars.The reason why it's important for you to use them is that you can call out enemy vehicles that you might not be able to kill because of some reason.Let's say we're on mestia, you are here, at the railway and just saw a Stryker going down the road towards warehouse.You see that there's a squad waiting to cap, you call out the Stryker to your Squadlead like this:Squad lead, I just saw a Stryker driving towards warehouse, please report that to squad 3!By doing this the vehicle won't supprise the squad and they will probably be ready to shoot the Stryker when it's coming up on them.Here three more tipps!1.If you want to use a bike and stick your ticket to heaven on itTry to rearm before you join the battle so if this ticket doesn't work anymoreyou have a backup!2.If you want to sneaky up on someoneWalking is generally better than driving.Your footsteps aren't as loud as a engine.3.If it's urgent you can ask your squad lead if he's fine with you taking the small logi truckIt costs your team 3 tickets and respawns in 3 minutes.Enjoy this knowledge with caution though,if you don't ask your squadlead and he was about to rush somewhere and set up a FOB you can destroy his plans with that.
Hi - I recently picked up the game and have spent a few hours playing and something has tickled my curiosity. Why can Scout's and Marksmen not mark the map declaring enemy positions? At first I thought it might be redundant as the job is picked up by the SL, but the SL already has the largest and most involved task without also being the only person capable of marking enemy positions. The marksman role is essentially rifleman with decent optics and the scout role is rifleman with explosives + bino's. Both of these roles seem to lend well to marking enemy positions without taking away from the importance of the Squad Leader. I've searched the forum, wiki and dev blogs for an answer to why this is only something the SL does but couldn't find an answer. Has there been one? Is this temporary or is it part of the final design that only a SL can mark enemies on the map?
So, there's a suggestion thread but I want to moreso hold a discussion before I go forwarding ideas because I'm not actually sure if it needs a buff. Let me preface by saying that right now, Scout is my favorite class. I love that I can be free of SL responsibility while still directing fire and finding enemies; it's very satisfying. That said, I feel like I'm a liability because I'm not a medic, a machinegunner or a rifleman with an optic. With a small magazine and no selective fire, the SKS makes for a pretty lousy weapon; not to mention its mediocre ammunition count! I can already see improving its ammo load, giving it as many total rounds as an ordinary rifleman. There's also the possibility of more grenades. But what I'd really like to see, if it's not already implemented (and it's not noticeable if it is) is: giving the scout a more concealable outfit, making him faster, giving him more stamina, or a combination thereof. That said, if the Scout is already seen as a very useful class, then any buffs would be undesireable. So, discuss away!
Hi OWI Devs and fellow Squad players. I like the scout class and the SKS. It improves teamwork and it somewhat makes sense, that if you have an 10 rnds rifle you get the binoculars as well in order to guide and provide assistance to your squad. I thought about how to improve the kit - in a tactical "pro-teamplay" way - by increasing its value to other players (not its combat efficiency based on the primary weapon). In the Updates tab related to the update on A7, it is written: " Added Scout kit for Insurgents and Militia. The kit contains SKS as the primary weapon and also has a set of binoculars. This kit is perfect for scouting and directing fire. Kit will get more toys in the future " My hopes, dreams and expectations or such "Toys": - Possible IED ?`Nothing much to say here I guess... - Soviet flare for tactical signals, or as battlefield illumination. Example from Chechnya: - Anti-personell Landmine or tripwire-mine. (Nasty, but with the AAS system this would make sense). - Wire Cutter for instant/Fast removal of barbed wire Regarding the armament of the scout, I would not mind if he had access to the AKSU. The SKS is probably the superior choice for medium to long distance - yet the (less accurate and weaker) aksu might work better in urban environments. [if you considder answering to this topic and you´re a non-DEV, please take your time for a proper response ]
Somehow this hasn't really been posted yet, so here goes; What? Small (~2-4 player) recon squads, that use specialized recon kits, like spotters/scouts, aka units with light (silenced?) weaponry, high mobility (grappling hooks etc.), and good camo, equipped with deployable high zoom spotting scopes and laser designators. All units in the squad could have the 'SL' comms (speaking to commander, and other SLs). Possibly, there could be scout vehicles to serve this strategy. Why? Serving as eyes and ears of the commander (will there be one?)/the other SLs. Many PR servers allowed recon squads, which when done right were great assets for the team.