So you want to play the Scout class in The Old
Republic’s latest expansion? There are a few guidelines to set forth
before we get to the meat of the guide. First of all the Scout class is a
dagger class, you need to get in quick and get out quick, and the best damage comes
from getting up close. To have any real chance of taking out an enemy,
especially a better armored one than yourself you need to be within about five
thousand meters from the enemy ship. You are given the Blackbolt/NovaDive free
of charge and must unlock the Sting/Flashfire but be aware that the two scout
ships do not play exactly alike.
It’s important that you get a feel of the four
abilities each ship gets to take into battle as well as always knowing what
setting your power is set on. The abilities are based on the crew members you
chose, so make sure that each crew members active and passive skills line up
with your play style. At the beginning of the battle it makes sense to switch
to the engine setting (F3) to get to the control points as fast as possible.
When attacking you switch the power setting to guns (F1) and than when
defending to shields (F2).
If you like to raid or do a lot of PVP you may have
already done this but GSF is much easier when you move the controls of some of
the starfighter away from the keyboard. As a generalization with three extra
mouse buttons you could change the power setting from guns to engine to shields
with the click of a button, making it easier to keep your hands on the controls
for fast maneuvering. Because the Scout class has such weak armor and shields,
you may find it easier to take a evasion active ability and switch out the
shield change button on your mouse.
The Blackbolt/NovaDive is a fast scout ship. Its usage is
predicated on hitting fast and than running away. The rocket pods are best used
in direct conjunction with whichever laser guns you choose, as you hold both
mouse buttons down inside 4200 meters. Personally I like to hit as hard as
possible with the highest damage output, but if your accuracy is a problem you
might be better off starting with a slightly lesser damage output but less
power draining effects. If you have trouble hitting your targets, the sabotage
probe is perfect for keeping the enemy in a straight line unable to turn away
from your guns. What it lacks in damage it makes up for in allowing for more
accurate fire. If you’ve been paying attention you’ll have noticed
I left out the Thermite Torpedoes. The thermites have a long lock-on time and a
long recast time. The only play style that makes sense for their usage is a
player that is highly accurate with their laser guns and stays alive for longer
than most other players. The best tip with Thermite Torpedoes is to take away
the shield with your guns and than blast a hard-hitting torpedo against the
hull of the enemy ship.
The Sting/Flashfire is the slower but harder hitting
cousin of the Blackbolt/NovaDive. My personal set up has me using the quad
laser cannon and the cluster missiles. With the lowest lock-on time of any
target acquiring projectile and a short reload time, the cluster missile is the
perfect one two punch combination with the heavy hitting quad lasers. The
rocket pods and sabotage probes are good at certain play styles but there is no
significant advantage over their use in the lighter and faster
Blackbolt/NovaDive. The Sting/Flashfire is a dogfight specialist in comparison
to its lighter cousin. The rapid fire laser and rocket pods can be a great
combination but the lack of a large carrying ability for the rocket pods
severely cripples its long-term usefulness. In short you’ll run out of
rockets long before you run out of enemies.
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