Ideas to make scouts more competitive



  • PR0DJPR0DJ Member Posts: 834
    edited June 2016
    Any of this charge abilities will improve scouts:
    1. Guarantee kill using Stab Brain +3 lvl walkers above including Fatty.
    2. "Camouflage" - I think it is totally fits into TWD theme.
    3. Crossbow - ranged brainstab attack (no bodyshot, don't attracts walkers).

    @eetu @Teeceezy @OldGoth , think about it, maybe not to late for 1.10?
  • AmigaAmiga Member Posts: 3,770
    Scout need definitely more love not only +1 to movement
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  • CRUSHCRUSH Member Posts: 583
    edited June 2016
    Make the scout able singing a lullaby to stun all opponents in the map.

    It could be helpful sometimes.
  • FurginatorFurginator Member Posts: 97
    I'm really happy to see some great ideas and some funny ones as well. Keep up the good ideas and good things will happen to the scout class. Go team scout!
  • FurginatorFurginator Member Posts: 97
    What if any of these ideas were available to scout as an unlockable trait or gained access to these skills as a scout progresses in level?
  • DCBMETDCBMET Member Posts: 392
    edited June 2016
    With sidecars for bruisers to ride in.

    Joking aside, I thought a charge ability killing spree would be a smart idea. Activate, and every walker that scout kills will auto-proc swift strike or somesuch. Another forum member suggested a max proc of 3 would be reasonable.

    I already like bruisers the way they are. I wish that ng would fix concussion though! Pulling a weapon with gold concussion makes me smh.
  • FurginatorFurginator Member Posts: 97
    Hmmm motorcycles might be hard to fit into the game's design. No such thing as a bad idea!
  • LgrattLgratt Member Posts: 77
    I like camouflage, no attack from the walking dead
  • LgrattLgratt Member Posts: 77
    Or berseker rage (attack anyone close) hey it's Norse literature....
  • DodkongDodkong Member Posts: 1,048
    What about going a different route other than damage?

    If Scouts are supposed, to you know, scout for supplies, what if them in the group results in an adjustment for what you open in crates? +10/15/20% to xp and supplies. +1/2/3 radios, +1/3/5 gold and gas? Not sure how gear would work though.
    "I always say, if you must mount the gallows, give a jest to the crowd, a coin to the hangman, and make the drop with a smile on your lips." -Birgitte Silverbow, The Fires of Heaven, The Wheel of Time

    "Death is lighter than a feather. Duty, heavier than a mountain." - al'Lan Mandragoran, The Great Hunt, The Wheel of Time
  • PR0DJPR0DJ Member Posts: 834
    @Dodkong not sure this will gonna work.))) It's whole different aspect of the game.
  • FurginatorFurginator Member Posts: 97
    Any ideas mentioned to improve this class will be an improvement on what it currently is. It's not a bad class when used right but it just doesnt have the same usefulness as others.
  • DCBMETDCBMET Member Posts: 392
    edited June 2016
    This is an excellent idea. It reminds me of the old final fantasy and dragon quest rpgs where your earned extra gold after a fight for having a thief-type character in the party.

    As for gear, it could help improve level/rarity.

    If the trait stacked with each scout in group, that would be pretty boss.

    The trait shall be named, "Couch-diver" or else the class will remain unplayable.
  • limeyjohnlimeyjohn Member Posts: 215
    Not saying l hate the scout, but sure wish my hunter could "accidentally " take him out with friendly fire
    PR0DJGovernator[Deleted User]
  • PR0DJPR0DJ Member Posts: 834
    limeyjohn said:

    Not saying l hate the scout, but sure wish my hunter could "accidentally " take him out with friendly fire

    The Governor style.
  • FurginatorFurginator Member Posts: 97
    Isnt that a reason to make it better?
  • GovernatorGovernator Member Posts: 4,409
    How about an extra gold crate to open with every scout used in an exploration mission? They are scouts. They know how and where to find good stuff. Just at thought...
    LadyAquila[Deleted User]
  • Sipher07Sipher07 Member Posts: 591
    They need crossbow as charge ability and guaranteed same level zombie kill no matter what (fat and armored included) as base attack

    Thank uou
  • FurginatorFurginator Member Posts: 97
    Ohhh not heard that one before. It might be a good way to increase the desire to use the scout class.
  • Japes87Japes87 Member Posts: 1,399
    I actually like @Onyx 's idea about the limited arrows and knife , would re energize the scout class and be perfect for fairness at higher challenge levels.
  • HerbergeHerberge Member Posts: 233
    I agree on the "stealth" or the camouflage thingy should fit in TWD (Itis like applying walkers blood all over the scout's armor, as used by Carol learned from Michonne during her attacked on Terminus. It is possible to appear on upgraded scout's armor with that special features. However in order to be fair on the game and have the scout not becoming invincible, this should last for limited time in the game like part of scout's charge ability.
  • LonesLones Member Posts: 112
    edited June 2016
    The scout will exit the stealth mode if he/she attack an enemy and the whole horde will detect him/her as not one of the walkers.
    The stealth mode will recharge until the next wave of walkers.

    And the stealth mode doesnt imply when facing human enemies because human enemies will attack whether walkers or humans.
  • FurginatorFurginator Member Posts: 97
    Superb ideas!
  • zeeblackzeeblack Member Posts: 1,200
    Scout should be a scout, who walks undetected till he strikes. Give him the ability to be undetected till he strikes. Of all the melee fighters, scout is the most useless

    Zee Black 

    Playing the game since 2015, Level 75 and 200K plus stars

    Part of SG Woot since 2016. We have played more than 300 challenges and earned  4 million plus stars

  • manicornmanicorn Member Posts: 45
    1. Trait with the ability to walk by walkers undetected. 25%, 50%, 75%

    2. Have 2 weapons, knife and crossbow. Crossbow will have a range of 5 and not that strong, strength of a bruiser weapon.

    3. Charge ability, able to kill all walkers within one 1 space with a critical attack. Just like a warrior's attack.

    I think this would be a good balance. Not too strong, but worth having on your team I think.
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