Scout Rifles will be receiving a PvE damage increase in Destiny Update 2.0.4, currently planned for 10/16.
Stay tuned for patch notes!
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Please go read geekermons sniper post... they need some attention
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D1 established the acceptable baseline for Scout damage in PvE - as a ranged precision crowd-control weapon, a Scout NEEDS to be able to single-Crit all infantry-class enemies (Dregs, Vandals, Thrall, Acolytes, Goblins, Hobgoblins, Psions, and their Taken and Scorn counterparts) in LL-appropriate activities. Exceptions for Nightfalls and Raids are acceptable; regular Strikes, Campaign, daily Adventures/Story (sans modifiers), and Patrol activities are not. Scout Rifles serve a very specific role in the Destiny world - they're slow, receive a ton of incoming flinch, and aren't boss-killers, but they reward a steady hand and hanging back rather than rushing into the fray so a player can defend teammates by clearing a room and picking off Vandal or Hobgoblin snipers. Nothing feels as good as finding some high ground and snapping from head to head and mowing through a wave of ads with sharp, clean precision shots - and nothing feels worse than having to double- or triple-tap generic infantry while they hunch over, duck behind cover, or go invincible between crits.
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Will they receive a magazine increase, especially for the 200rpm ones?
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What about the crap matchmaking?
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When will exit damage on wish ender be fixed for PvP?
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Edited by ManBlaster: 10/10/2018 10:06:10 AMHow about a buff to the buff? say 20% to the mid archetype scouts and 35% to the 260rpm Veist Scouts and the 150rpm High-Impact Frame types that Look sweet but suck miserably?
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Edited by DanTheNoob: 10/11/2018 12:47:25 PM260s are already pretty strong 😐
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I'd love to know how many times you guys have nerfed then buffed then renerfed and rebuffed each weapon archetype over the last 4 years.
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On top of that the game does it automatically during game play. Getting too many pills and not enough deaths? Can't have that. The game will buff itself to kill you. It's garbage.
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I know the buff is incoming but what about explosive rounds nerf ? Just saying coz I have a Transfig with exp rounds that don't hit as hard as standard scout round from my Midnight. I know explosive round is AOE but if having explosive rounds nerfs standard damage to the point overall damage is less than not having explosive round whats the point?
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Any news on the thousand voices fps damage bug?
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The question here should be why were they nerfed in the first place. This song and dance with Nerf/buff on guns is getting old
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WHY dont you guys put it back to its original damage, and not a portion thereof (30/15%). And why dont you explain why it was super nerfed , and it wasn't in the release notes The bungie tinkering clown show continues.
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Lmao only respond to things that are positive
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Edited by CaptainAwesomest: 10/11/2018 5:40:11 AMI want to rage everytime I see them reply to some stupid nothing they've already announced they'd fix, while ignoring completely the game breaking problems persistent in crucible and gambit. As usual, the bungie community team is full of shit. What's new?
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Hi, dmg04. Personally i would like them too across the board. As of right now there's really no point on using scouts overall when we have pulses basically out shooting mos guns.
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All I want is my Gjallarhorn back, screw scout rifles.
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I'd rather have something new. Tired of spending money for rehashed old stuff.
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Awe thanks dm!
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How about a rpm increase, there is a reason the mannanan was so popular ...
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Tried the vouchsafe yet. Feels kinda like the mida. But damage rate sucks. In PvP it consistently falls one hit marker short against wing lance and ace.
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Edited by EmptyLuckBox: 10/10/2018 9:26:11 PMyessir I have, scored a master works 10 from the well but on the pve end it still falls far short from mannanan and vacuna :/ it's a decent scout though, i just wish the wrong side of right or the cut and run were 180-200 and they would be mint !
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Nice. I'll make sure to keep God roll scouts instead of just using them for shards now.