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Edited by Hawpy: 5/2/2019 12:06:09 AM
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Hawpy

Let's talk about Scout Rifles.

Get ready, this will be a long post and I'm going to break down the archetypes of Scout Rifle and why they're severely underperforming in most areas of the game, as well as brief notes on the Exotics. Let's start with the traditional workhorse archetype, [u][b]180RPM[/b][/u]. Easily the most flexible archetype, Precision Frame is always a plus, well-balanced stats. IMO they're definitely the best Scout archetype for PvE, with Nameless Midnight (Vanguard), Oxygen SR3 (Vanguard Pinnacle) and No Feelings (Scourge of the Past) being my recommendations. They're as versatile as a Scout Rifle gets, do moderate damage and can operate at long enough distances that you shouldn't care about damage dropoff. As for PvP, it's an entirely different story. They're just bad. 55 headshot damage, 35 to the body, with an optimal kill of 3H1B (200 damage) in 1.00s. Too slow to be worth using and, over longer distances, gets completely outclassed by Blast Furnace or any Aggressive Frame Pulse Rifle. Exotics: None - Bungo pls The PvP shortcomings of the 180RPM archetype are only exacerbated by the [u][b]200RPM[/b][/u] archetype. With 54 to the head and 31 to the body, for an optimal kill of also 3H1B , the same as the 180RPM, but achieves this in 0.9s. Unless the Precision Frame is an absolute must for you, there is no reason to use a 180RPM Scout over a 200RPM one. In fact, the difference in damage between the two archetypes only comes into play when the enemy has 7+ resilience (194 health vs 193 damage from 3H1B 200) or when exclusively hitting body shots - 6 for the 180 in 1.67s versus 7 for the 200 in 1.80s. Range very rarely matters in PvP for Scout Rifles and the added mobility from the Lightweight Frame is a nice touch. On the flipside of things, they're not worth using in PvE over a 180RPM. It's almost a reverse of the situation, shooting that extra bit faster means you might not always be able to kill trash mobs in 1 hit by way of the lower damage, the mobility boost is meaningless and range is more likely to be a factor. Notable examples are Night Watch and Vouchsafe. Exotics: MIDA Multi-Tool - very solid PvP weapon, Third Eye is a huge help, High-Cal for flinch is always a valuable tool and the double-down on mobility is excellent for letting you be in fights more of the time plus strafing benefits. Borderline useless Catalyst, however (adds Outlaw to a base 82 Reload Speed, in case you didn't know) My favourites, the [u][b]150RPM[/b][/u] archetype, may be the worst offenders here. Unwieldy and unforgiving are the two best words to describe these, they demand precision and a snail would be ashamed of how slow they are if you miss a shot or two. They are very sluggish to handle and have low Aim Assist stats that, despite being balanced out by their naturally high Range, never really feels as if it's sticky until you're fighting from a Range at which other weapons might not even be dealing damage. The Talons of the Eagle that Saladin sold in the last IB, with Outlaw and Rampage, seems like it should be a wonderful PvE weapon. It's definitely not the worst thing I've ever used, but I could never shake the sense of being underwhelmed by a gun with two of the best perks in the game. If those same perks were on a Hand Cannon, you'd be content with calling it a God-roll and never having to use anything else. On this Scout, it felt lacklustre beyond words. In PvP, these things might as well be Jekyll & Hyde in rifle form. You either click and decimate your opponent or struggle to land more than a couple of body shots. They deal 68 to the head for an optimal kill of 3H in 0.80s (204 damage). Sounds good, right? Well, miss a single headshot and the TTK rockets up to 1.20s (50% increase). Did I mention that they take flinch really, really badly? Coupled with the standard low stability stat that they all share, just about any incoming fire is enough to throw your aim off significantly. Beyond that, the damage to the body is an abysmal 38. Hitting just body shots results in the slowest TTK of any primary, barring bows, by some distance - with a whopping 2.00s. That's enough time for Luna's Howl to get 3 kills. The next slowest are Graviton Lance and Crimson, tied at 1.87s, but for a weapon that shoots at the standard rate for its weapon class, the closest competitor is the 140RPM Hand Cannon, clocking in at 1.73s. No reason whatsoever to use these over an Aggressive Frame Pulse Rifle that will match them for Range, output much more flinch to the enemy AND beat them in both optimal TTK (0.73s vs 0.80s) and worst-case TTK (1.60s vs 2.00s). Notable examples are Transfiguration (Last Wish) and Talons of the Eagle (Iron Banner) Exotics: The Jade Rabbit - confusing gun. The signature perk doesn't make up for missing a headshot in any meaningful way, Catalyst for +30 Stability is complete overkill when it has base Stability around 46 (sources differing and numbers seem a little off, but it's in that region) and Zen Moment. That said, Aim Assist of 80 makes it very easy to work with. Would be good if less time was put into making ornaments for it. Polaris Lance - explosions. Nice gun, Dragonfly from the Catalyst is a very nice addition on top of its unique perk for lots of solar AoE. Also has Zen Moment, which seems more than a little unnecessary with its base 75 Stability. Aside from that, good gun all round, doesn't need touching beyond any forthcoming buffs to Scouts in general. Skyburner's Oath - worst Exotic in the game, hands down. Worst Catalyst in the game, hands down. I mean, +30 Range? On a Scout Rifle with Explosive Payload? It simply doesn't have a place in the game and, if the anti-Cabal theme is going to stick, it likely never will. I can't understate that there is nothing good about this gun. Not even the hip-fire projectiles are fun. Lastly, the forgotten archetype, the [u][b]Veist 260RPM[/b][/u] aka Black Scorpion sr4, the only representative for this archetype that exists in Year 2. Not a terrible gun, but it's plagued by poor base stats and a simply horrific perk pool. Rangefinder and Opening Shot are good perks - just not on Scout Rifles. Grave Robber and Hip-Fire Grip go against how you should even be using the gun. Don't even bother using this in PvE. On the off-chance you get one with Zen Moment and Rampage, you're still better off using something else. Burns through ammo quickly with a very low damage output and doesn't have the Range advantage that any other Scout Rifle would. Similar story in PvP, in the few times that a Scout Rifle gets to flex its Range, this one won't be of any use. 45 to the head and 26 to the body, with an optimal kill of 4H1B (206 damage) in 0.93s, it's respectable but not great. Deceptively, that's the same optimal TTK as Bygones, which is far more consistent and will beat out Black Scorpion pretty much anywhere. Seems like there's general theme here, doesn't it? Use a Pulse Rifle instead. Exotics: None As many people will be quick to point out, map size is certainly a factor behind the underperformance of Scout Rifles, but I hope these numbers and statistics provide a better insight as to why Scout Rifles account for just 4.2% of weapon kills, average across all platforms (in QP Clash, for what I hope are obvious reasons). I think, bare minimum, Scout Rifles need to take reduced flinch (or an across-the-board Stability increase, particularly for 150s) and have some of the garbage perks removed from their pools. Whatever it takes to distance them from Hand Cannons, in terms of damage-per-shot (as they share archetypes at 150RPM and 180RPM, where Scout Rifles are damage capped as they can't do more damage than a Hand Cannon of the same RPM), and Pulse Rifles, in terms of being the ranged option. Individual weapon data pulled from here, though I know some numbers are off and/or out of date https://docs.google.com/spreadsheets/d/1_6zsM7kzvg0aUT8YtM_-Wg_5K1gKDOlrwfVzutEjq-s/edit Weapon type statistics taken from here https://guardian.gg/2/weapon-stats/2/71/0/2019-04-01/2019-05-01 Edit: Normally I don't like editing my posts but I have to make a special exception here. Anyone who has seen me around the forums might know that I've been hunting for God-rolls on three Scout Rifles - Transfiguration, No Feelings and Does Not Compute. Well......... https://m.imgur.com/a/AoxTs3N

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  • Skyburners use to be nasty whenever oem was in its prime

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  • Scouts are good. Players just dont want to stand in the back off the map.. they have a faster ttk than most pulses

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    • Remember when MIDA was king??? Pepperidge Farm Remembers...

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      • TL:DR - maps are too darn small I think the main issue is we are still stuck in Vanilla D2 where all the maps were made for you and your opponents to be on each other's ass every 2 seconds. This is the main reason why the handcannon/shotty meta is so dominate. Pulse rifles can hang in this arena but most scouts with some exceptions simply cannot. To make scouts more viable we need larger maps like we did in D1. Oddly enough the only maps where I can play lanes consistently with scouts is that new Trials map (I think it's called Eternal or Equinox?) and the Shores of Time remake.

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        • just imagine that autos are even worse, 100% agree with the point of this post btw, scouts do need love,if not in ttk at least in reliability/utility

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        • How's the kill clip Does Not Compute feel in crucible? Sounds like the perfect roll.

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          • Weapon specific mods is an option and let the scout set be powerful

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          • If you use a scout you might as well use a mida, forget the rest. Sure there’s high impact scouts but if you miss one shot mida wins in pvp. I had thousands of kills D1 with scouts in pve they were my favourite weapon type but now there’s no point in using them. Pulses and hand cannons rule pve.

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            • Edited by DownyKitten: 5/2/2019 1:46:40 AM
              With as much flinch as they have and tunnel vision in ADS, they need a huge buff (40%?). 150s should 2-tap - thats the only way they will have a slice of the pie in the pulse dominated long range.

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              • Let's talk about scouts baby..... let's talk about you and me...

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              • I said it before and I'll say it again. 150 RPM (High Impact) Scout Rifles need to deal the same damage as 140 RPM (Adaptive) Hand Cannons. Just like in D1. 180 RPM (Precision) Scout Rifles need to deal the same damage as 150 RPM (Lightweight) Hand Cannons. Just like in D1. 200 RPM (Lightweight) Scout Rifles need to deal the same damage as 180 RPM (Precision) Hand Cannons. Just like in D1. Scout Rifles just can't compete at all at range versus an Aggressive Burst Pulse Rifle, in both PvE and PvP. And despite the recent Scout Rifle buff, that finally allowed High Impact Scout Rifles to potentially one headshot Acolytes and Vandals, they still suffer from the nerf they received when Forsaken launched to allow for Bows to shine. Once that nerf, along with the Explosive Payload nerf, is completely reverted so none of that original -30% nerf is still in the equation, Scout Rifles will be viable again.

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                • The Mida catalyst isn’t “borderline” useless. It is Useless and is definitely the worst catalyst in D2.

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                  • No feelings can get box breathing. It will be the only weapon to be 3 tapping at 180 without any prior kills

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                    • Chaos dogma would be a welcomed addition. Triple tap with triple double and a guaranteed three shot. I don't think I ever changed my primary from rise of iron all the way till the launch of d2.

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                      • Edited by Guardian6969: 5/2/2019 12:27:48 PM
                        Bungie got it all wrong with scout rifles. They need to bring in combined arms maps. These maps would let scout rifles shine. Why can’t scouts hit harder on the body? Bungie doesn’t wanna give them too big a buff because they have so much range... yet the majority of maps are close quarter maps 🤦🏻‍♂️

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                        • A bit of an opinion but... I might be the only one who still uses Call to Serve & Song of Justice VI (Looks like an MK14). They just feel satisfying to use.

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                          • What Bungie needs to do is allow player designed custom maps Allow players to create map content for private matchces and if the maps get enough votes they get added to the crucible rotations

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                          • My Polaris lance shuts down supers. Slaughters the whole enemy team. Is amazing for Gambit invading, quick and efficient for killing the team. I have yet to find a replacement weapon for it

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                            • My Solutions Make bigger maps Different scopes options Exclusive scouted rifle perks to make them viable ex. Chain 4 headshots to up the rate of fire for a couple seconds or scope magnification lowers and you get increased handling when youre ten meters from an enemy.

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                            • As a scout rifle fan since the beginning I'll have to disagree with you're assessment of 180 rpm scouts in PvE (you're spot on for PvP). The perks on Oxygen can make it good in some situations, Rampage can make Nameless Midnight playable, but all of that is only because of the perks. The archetype as a whole is the worst in PvE. It kills trash mobs in no fewer shots than a 200 rpm scout. The FEEL is just awful, far too enemies constantly left with a sliver of health, it feels like a slower 200 rpm scout. 150 rpm damage is how 180 rpm damage should feel. 150 damage feels PERFECT for a scout, but the rpm is too slow.

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                            • So.................................use HCs? Cool. Got it.

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                            • The rock, paper, shotgun of the sandbox needs to be balanced with respect not just to map size, but also realistic typical/practical engagement distances. It’s a failure to own this fact which breaks down all of Bungie’s arguments against buffing Scout Rifles and all the community arguments which amount to “blame the maps.” Blame the maps is just not a viable way to excuse weapon balance design or avoid trying to achieve better diversity of weapon type usage. The semi-automatic nature of Scouts already inherently tends to disfavor performance in close range (makes them higher risk compared to automatics), and with appropriate tuning of crit vs body damage, you can make them capable of being useful at more than just unrealistic extreme ranges without having them be overpowered. Some of the problem also comes from how bad Bungie has been at managing some of Scout’s competitors [glares at pulse rifles]. As a whole, Bungie probably isn’t aggressive enough with reducing damage performance over distance for most weapon types, and related fine tuning to keep archetypes optimal where they’re supposed to be optimal and prevent them from running over territory meant for other weapons.

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                            • Scouts, working as intended, the 2 best and favorite scout rifles from year 1 were high rpm and they wanted to change the meta of hc/scout. So scouts got nerfed and Midnight Coup and Old Fashioned got left behind leaving Better Devils to 2 rounds of rng hell . Why the need to change meta in pve, who really knows .

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                            • Really what is needed is for accuracy to be a visible trait in scouts like it is in bows... Accuracy in this game translates to the size of the target's crit box which is why bows with 100 accuracy can obviously miss the target but still hit... By having perks that effect accuracy visibly you can build for accuracy and get a weapon that is much more reliable for landing those headshots.... It also doesn't helpo that for some reason this game seems to make it harder to shot targets from behind...

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                            • Edited by TripleZeroXZ: 5/2/2019 2:35:36 AM
                              Gonna leave this here. Talking about maps and why there are many dead weapons (mainly scouts) in this game. Also, I love Vouchsafe. I use it with LW and Knucklehead radar. It's beautiful...when I decide to use it lol which is almost never. That needs to change.

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                            • The only scout I use anymore is Polaris Lance for solar singe. Nameless Midnight used to be my most used, but not after the nerf.

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