I've always said that it was a map design issue. Every sight line is squeezed in D2. Look at every D1 map they brought back that used to have long range fights and if you compare it to D2 there is always more cover to allow players to get within close to mid range.
So we ended up nerfing range on pulse rifles and hand cannons and the only thing that's changed is that we're fighting closer together on these maps.
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1 ReplyYou realize everyones just trying to get their Randy’s, right? Kinda like how we had the sniping meta for like 2 weeks when revoker came out?
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4 RepliesIt’s 100% a map thing. Scouts do fantastic on widows court.
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8 RepliesScouts were indirectly buffed by nerfing the range on hand cannons and pulse rifles. It sucks. The ttk for scouts are still unforgiving, just like hand cannons, if you don't land all of your crits. I hate this new meta. It's literally back to D2 year 1. Everybody camp at the back of the map and use scout rifles. Everyone camp at the back of the map and snipe. Autos were unchanged in crucible. If they were going to nerf my hand cannons this bad they should've at least buffed autos to make up for it. Hell, I wouldn't have a problem with smg range on hand cannons (24-26 fuking meters if you don't have rangefinder with the exception of AoS which is 28 meters. Rangefinder on a low range Spare Rations brings it out to 30 meters despite having way less range than Ace. It's literally a requirement on hand cannons now. So much for diversity.) if they made them more forgiving for aggressive play. Crucible is a mess. Same sh!t different day.
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1 ReplyWith the nerf to range on handcannons and pulse's. Scouts clearly have more of place they did before. Completely disagree with your post.
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It's ironic how most all the Gambit and gambit prime maps are HUGE, but the standard PvP maps are just plain small or cramped. It honestly feels silly to me. I wish they'd just use the Gambit maps for big team battles like in halo, vehicles and all, just like D1.
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1 ReplyBungie has more of a chance stumbling upon a Sasquatch in an NY subway than being able to find a middle ground in balancing weapons/supers.
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I agree. Pvp is all cqc. Pve is getting more and more encounter space. HCs and pulses were fine with high range builds being able to reach out. My take is that most primaries should have options to make them effective or optimized at any range. I’d suggest the following perks be put in for legendaries. HC focus fire- more range more damage lower rof when ads. Fan fire- full auto faster rof lower damage lower range while hip firing. AR focus fire - same Rapid fire - basically the AR version of fan fire Smg same perks as AR Scout focus fire - same Full auto - add boost to rof to current game perk stability decrease with sustained fire. Pulse Focus fire - similar to above but changes to 2 round burst Full auto - make it real full auto like an AR but with stability loss on sustained fire. Sidearm Focus fire- same Full auto - same as pulse or scout depending on fire mode. Rapid fire- same as above for already full auto sidearms Bow Full draw - add a second draw sweet spot for even more bonus damage and range. TBD - draw faster while not ads but no sweet spot mechanic. Thoughts?
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It's a map thing, but there's also balacing after that. My next complaint aside from the weapon meta is how mediocre, or useless warlocks are in PvP on console. Hunter's and titan's outclass them by so much, it's a joke.
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2 RepliesSo I've been playing around with scout rifles in PvP and the best legendary is Cut And Run. A high impact with a high range gives it a decent punch that can compete with sniper rifles. Accurate too.
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Edited by arf1049: 10/5/2019 7:19:20 PMYou trade range for TTK. Bring one of the 150’s into gambit and feel it peepee slap to its (nearly) full potential. It’s completely a map thing with bungo catering to short-medium range. They can never change the scout TTK because that would require an RPM buff which would ripple every other weapon indirectly. They’re not bad, they’re just a poor choice for 95% of the maps. It would be okay if they brought back combined arms. Then we would see scouts and high zoom snipers really shine again.
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Mida, jade, polaris, etc
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Yep. Mida is the only one I’ve found worth using. A single scout rifle shot should do as much damage as a single burst pulse rifle shit at the same rate. And scouts should have do more in the range department. Then scouts work better for the longer range maps and pulses work better for the tighter maps.
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3 RepliesLol. I’ve run into more scouts in the past week than I’ve all last year. High Impact and lightweight Scouts continue to have a competitive time to kill and now pulses have issues challenging them. Exotics, Does Not Compute, No Feelings, Night Watch, and even a few black scorpions and cut and runs. May just be that I’ve been on Widow’s Court 70% of the matches, but most people just sit back with snipers, Scouts and vows on most maps.
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100% a map problem. The nerfs did help scouts, but the design of older D2 maps still hurt their viability.
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2 RepliesEvery other gun that was slightly effective at range got it's range nerfed so scouts actually have a place now. It's an indirect buff, which is a welcome change. Only problem is they don't inflict enough flinch to snipers, which makes them unrewarding at ranged encounters 90% of the time.
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Edited by cycofreak3: 10/5/2019 10:13:53 AMReally? Cause everypne is team shooting with them now and they kill in half a second now. Don't get me wrong, I feel like I can't kill shit cause no matter what, I get someone weak and I get my kill stolen or they run away fast enough that I can't hit them. However, being team shot by them, I stand literally no chance, especially when I try using a sniper to counter.
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Aito rifles arent any better either, they still feel quite underwhelming. Bygones archetype is still stupid good at range, rip chattering bone archetype tho.
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Because the damage was never really the problem🙄. Its the maps... they are far too small to be able to use scout effectively. The only good scout map I would say it Equinox and thats if you watch the outer side of the map.
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1 Reply[quote]I've always said that it was a map design issue. Every sight line is squeezed in D2. Look at every D1 map they brought back that used to have long range fights and if you compare it to D2 there is always more cover to allow players to get within close to mid range. So we ended up nerfing range on pulse rifles and hand cannons and the only thing that's changed is that we're fighting closer together on these maps.[/quote] You really expected them to be.... dude bungle over promises and way under delivers
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Nor are autos but oh well
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Scout rifles are better now but pulse rifles are still better. Too much flinch. Pulse rifles can be effective at closer ranges, compared to scout rifle, so it may be fair to nerf range just a little more or reduce their flinch.
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That's what i've been talking about ever since every other forum post was "buff scout rifles pls". The whole weapon type just isn't "fun" to use objectively. Scouts don't feel fun to shoot, the feedback of scouts doesn't feel rewarding. And i always knew, if the "buff scouts" outrage will get noticed and implemented, the only consequence will be a nerf to weapon types literally 99,9 percent of the playerbase ENJOY using. But hey let's "buff" scouts for the 0,00000000000000001 percent of the playerbase who actually enjoy using scouts because they are fun for them to use (LOL), by nerfind the 2 most popular gun types in range :) ty for all your cry posts :)
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2 RepliesWill still run my Frostmires no matter the meta.
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1 ReplyDude the crown scout is so good
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2 RepliesDisagree, many of the matches I’ve played have been JR and MIDA slogs.
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1 ReplyGo -blam!- you’re self -blam!-