3 Comments
User's avatar
Quandalf's avatar

Very interesting.

Was just thinking to build all my scouts on ITZ and the snipers on double - just the other way round.

Tho ITZ Snipers are awesome. Yet ITZ Scouts also. Probably better (and safer) the way you do it. ITZ Scouts - especially with Shotguns - are ridicullous, but also very risky. Hit&Run is kinda "safe".

-I like Sprinter (never can have enough movement) and also Low Profile very much, yet I agree: the DMG perks are in the end more effective. Sprinter tends to get you into trouble. If you go Marksmanscope no Low Pro needed.

-Still think Scouts need -Opportunist- possibility. Maybe I'll crank that in. Since Snipers in Long War can't interrupt.

-Not too keen on Holo. Like it more on Gunners whith double tab (+Executioner, Hyper-pupils).

Think I'll rework the Scout tree a little. Put Ranger in 1st tier so I can have a Low Pro/ Ranger Scout and put Opportunist in there somehow.

Extra Cond also grants +1 mob and +4 aim, just saying. Not purely defensive.

Thanks for the guide tho, I know I'm horribly late with my comments ... :-)

Expand full comment
Casey's avatar

👍

Expand full comment
Quandalf's avatar

Just re-read this and am glad that you note: "Smoke & Mirrors doesn't really make any sense here". This was one of the points that made me start my perk tree reworks: Just a nonsensical perk.

Great thing about it is that Ghost-Scouts can throw flashes and chems and stay concealed (as long as you don't activate with that). So II worked around that and inlcuded Packmaster in the tree which also grants a fourth motion tracker ping.

HnR DOES proc on inactive targets. Just wanted to say that. You weren't sure in your article. Thx;)

Expand full comment