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3/11/2019 7:58:32 PM
46

Scout rifles need a buff

I normally don't post in the forums but I wanted to get your guys' opinion on scouts. Scout rifles could use a damage buff, Bungie. I feel like most of the archetypes are balanced but something feels off. PVP: For pvp, I feel like most players use pulse rifles and hand cannons and power/special weapons for one shots. Auto rifles are seldomly used and scout rifles even less. I know the ttk are fairly balanced... PVE: For strikes and raids and such does anyone use a scout rifle over say, ace of spades/ chattering bone/ breakneck/ midnight coup? I just feel at the current state, I can just use a handcannon to do everything a scout could do, just get a little closer. I know there are those select few people that use scouts but I want to know if others feel similar? What would be great is if bungie could give us some data /report that showed what gun types were used for strikes to kill end bosses. Similar to how they did for trials in destiny 1. Thanks.

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  • Everyone says that maps don't accommodate scouts, but... With the range on pulses they do? Or how about bows? I Mean I get that we don't have combined arms maps like in D1 but there are plenty of maps to use scouts. I really think that they need to either nerf range on all hc, pulses (but since I hate nerfs and only want buffs...) or they should buff scouts to make them more competitive in pve at least. I agree tho that scouts are not in as bad a place in pvp as they are in pve. Many of you mention jade rabbit and Polaris, great., 2 exotics. So. Don't use any legendary scouts? But if bungie did NOTHING to scouts in pvp, I would be ok if they buffed pve damage.

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  • Scouts need a little reduction on incoming flinch while ads

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    • Thanks everyone who commented, I appreciate it. Even the cynical stuff. :)

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    • I'm a handcannon player because I love those weapons, but yeah you right seeing a major buff to the scout rifles won't be a bad thing, I love the scourge of the past one that I got with outlaw rampage but it feels weak when you can use HC + snipe rifles

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    • What have you used Polaris lance or jade rabbit in pvp. Melts people from across the map.

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      • Bungie just needs to balance weapons independently for PVE and PVP. That way each weapon type can perform adequately it both modes. Rather, they can play as Bungie intends in both modes.

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      • In pvp i don't think scouts need a buff but instead pulses need a fat nerf. They are WAY too dominant at literally every range from Handcannon range all the way up to Sniper range. The fact the Blast Furnace can roll with more range that most 150 scouts is ridiculous. It's also why sniping is so much more difficult these days, you peek a lane from 90m away and get flinched by some asshole with a blast furnace.

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        • Scouts a good where they are. they melt in pvp if you hit headshots and they are useful in pve as well

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          • I miss my nameless midnight, it's about as useful as a ps2 mouse on a modern pc

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          • They need a major buff in handling #1. I mean they handle like a rocket launcher and kill slower than autos. Damage drop off should basically feel non existent on all archetypes. Damage needs to match handcannons. 240rpm scout = 180 rpm hand cannons pve only 200rpm scout = 150 rpm hand cannons pve only 180rpm scout = 140 rpm hand cannons pve and PvP 150rpm scout = 110 rpm hand cannons PvE and PvP

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          • They do need something. Currently the only place in the game I think they are optimal is using Oxygen on the snipers during the Bridge of Folly in tier 2 reckoning. Kill one sniper and the rest die.

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          • I just don't understand how things like "trace rifle buffed 30% in pve" but scout rifles were left untouched.

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            • After their last buff, they are in a decent place. On some maps, they work really well.

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            • Oxygen SR3 would be godly if scouts just hit harder. Please, Bungie, buff scouts.

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              • I think damage is fine but the aim assist is not near what it was in D1; likely to make bows viable. Pulses could use a range drop to make scouts a bit more competitive.

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                • In pvp the flinch is to bad to use scouts effectively. I miss my high impact scouts. I miss my gheleon’s demise. And most maps are to close quarters to use them effectively. And in pve I can’t find a situation where a scout is called for. If they did way more damage, I mean way more, I would. But everything is to up close to use one. I rarely find engagements that are out of hand cannon range.

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                • I use curated nation of beast and a rampage/ dragonfly trust hand cannons. For certain engagements I'll use the vouche or gambit scout rifle. But they have to have outlaw or it's not worth it. Most PVE activities favors mod to close range encounters. The Scourge raid boss is one of few that favors a scout. I'll usually run shotty, scout and whisper.

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                • Polaris and Jade are rude as hell in pvp, pve is where they need attention.

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                  • Edited by funkyguy1234: 3/12/2019 5:22:43 PM
                    I feel like they added bloom to scouts back when they gave it to hand cannons in D1. I thinks that is a big no no for a ranged precision wepon. Or maybe I just suck. I agree with everyone who says puls rifles and maps are most of the problem in pvp. I think RANGE and how well a scout works at range needs some work. I would increase range by 10% and increase AA at long distances. Pve scouts needs a damage buff. Jade Rabbit should be popping heads. Make it feel rewarding. When you gotta shot a red bar 5 times in the back with the jade rabbit it feels really underwhelming.

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                  • In terms of damage I think they are fine. The last couple of buffs to them helped restore my confidence in them. The issue is that there is a lot of competition with them between Bows and Aggressive Frame pulse rifles.

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                  • In pvp no. They do their role well. Pulse rifles also do the same thing and seem to be mire forgiving. In pve yes. HC are clearly a better option. They fire one round and kill in one. Scouts require two for anything that’s not a thrall. Scouts should have the same damage potential in pve as HC do.

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                    • Edited by Reclaimer: 3/12/2019 2:48:29 PM
                      PvP? Nah. I’ve said it before, but the only reason Scout Rifles feel weak to most people is the fact that Pulse Rifles have recently (as of Forsaken) started pushing ranges and combat roles Scout Rifles were meant for. Same reason they felt weak for much of D1’s life cycle, save for Mida. They do said roles easier with better, more consistent damage. The flinch they induce makes them a good counter to Sniper Rifles, too. Pulse Rifles just do too much too well at the moment, and make a lot of weapons that cover similar engagement roles (I.E.: Aggressive/Adaptive Hand Cannons, Adaptive Scout Rifles, and Precision/High-Impact Auto Rifles) obsolete. Destiny has always had issues balancing general applicability and specialist-type abilities and weapons. The design philosophy they seem to forget with these two concepts is basic: The more something excels at one thing (Polaris Lance at long to extreme range; TLW at close range), the weaker it becomes at everything else (close/mid range, mid/long range respectively).

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                      • Really if they would denerf boxed breathing and let it roll on scout rifles they'd be quite good. I mean, you have to hard scope which is a good way to get -blam!-ed in crucible, so it's a very situation oriented perk in crucible, but in pve it would solve a lot of problems. Would also be nice if boxed breathing would perk on bows... Again. Hard scoping isn't great in crucible, and you can't combine the bow with knuckle head radar because you're going to have to use the oath keepers to hard scope unless you are really, really good with bows...

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                        • A high impact scout rifle should not two headshot a weaker enemy like an acolyte while any pule rifle will kill them in one burst.

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                          • A scout rifle will two shot a ad. So will one melee! #Bungielogic

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                          • I use the cut and run in pve its actually pretty good. Ut i see what you mean. Some kinetic scouts just seem off, and feel weak. Like for some its takes a whole mag to kill a red bar..that doesn’t seem right.

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