This isn't a pressing issue or anything, but more of me suggesting small things in an attempt to help with weapon diversity. I'm going more with a "buff everything to the level of the meta" approach, since I feel like it'd be a lot better for things like scout rifles, trace rifles, etc. to be at the level of hand cannons and pulse rifles.
Now, I know that maps are one of the bigger reasons why scout rifles can't compete, but it'd still be nice for scouts to have a higher range stat so aggressive frame hand cannons aren't outperforming it. This, of course, excludes Dead Man's Tale, which is perfect where it stands and needs no changes, in my opinion.
Range might not be the thing holding it back, however. It could be damage that needs to be changed, since it's outclassed by other primaries in that category, despite being like a primary sniper rifle. It shouldn't OHK like a sniper since it uses primary ammo, but it should definitely have a competitive TTK in both PvP and PvE - maybe comparable to a hand cannon in power - to make it a more reliable option.
However, I completely understand that they can compete quite well in the right hands, but it shouldn't work just in the right hands. I feel like it needs to be as usable as something like a hand cannon or pulse rifle.
Those are just my thoughts. If you guys want to give your own input on this, be my guest.
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Destiny 1 scouts were fun and viable weapons. Not so much D2.
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1 ReplyOnly in the Bungie universe does a hand cannon do more damage than a rifle. I was never able to understand this logic.
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Damage in PvE, Range in PvP
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3 Replieshttps://destinyindepth.com/range_calculator/ I mean scouts like Jade Rabbit and Polaris Lance still have more range then DMT. The strength of DMT is how good it is in cqc but it can still lose against some other scouts at range. My Nightwatch with 52 range still doesn't experience damage falloff until 75 meters. Polaris Lance is 90 meters, dmt default is 73. And my guiding sight can hit 112 meters. Randy can still do max damage up to 68 meters. -------------- The reason aggressive frame hand cannons have such good range is because they don't obey the same range formula as regular handcannons. Example a Aggressive HC with 50 range and 14 zoom has a range of 36 meters A regular handcannon with 50 range and 14 zoom has a range of 28 meters. Another reason aggressive frame hand cannons are good is because of the intrinsic perk for aggressive frame primary weapons. The perk is high caliber rounds that cause the opponent to flinch more. What I would've done to 120s is make them obey the regular handcannon rules and also make then high impact frame instead of aggressive frame. -------- In pve most primary weapons need a damage buff. Some of the worse off include. -High impact pulse rifles -High impact scouts -Adaptive Frame Hand Cannons - Precision frame Hand Cannons -and much more The reason they nerfed scouts in pve was to make bows stand out. Not much people use bows but they fit the role of a high damage per shot weapon good. Another issue was with finishers. To that my response is simple. Most people shoot at the enemies body then perform a finisher. So reverting the crit damage nerf in pve should happen. This would help people move away from damage perks. In d1 we really didn't care to much about damage perks because our primary weapons did good enough damage to get the job done, we preferred perks like explosive payload, firefly and outlaw. I feel like the gap between special and primary weapons in pve is to much. Don't nerf special wepaons but buff primary weapons.
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Edited by Devon: 4/29/2021 10:18:19 AMFor a M&K user in PvP, I'd say is its lack of both consistency, ease of use and close range ability. Take Randy's throwing knife for example. That gun has a very small reticle, and the scope bounces back making very big visual distractions for a high fire rate weapon. The in air and hip-fire accuracy of it is also not very good, making it hard to use in close-range (not saying it should be as good as close range weapons, but at least make it usable to defend yourself) The damage of scouts is actually very good IMO. 150s can 3 tap while 200s and 260s can 4 tap and 3 tap with proper damage buff (180s are just...as awkward as 180 hcs). But I'd say the damage per bullet is at a disadvantage compared to 120s. Many times when I use a 150 against 120 hcs I failed to land that final shot because the enemy can just slide back. Also other disadvantages come from D2's current map line ups. Most maps are filled with corners and lanes, which are not ideal for scout rifle duels because people can easily slide behind covers.
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They need something to make them dynamic. After using a literally perfect roll on my Eternal Blazon, it's now my new favorite primary in D2, but that's ONLY due to it having the rapid hit/kill clip wombo combo that gives it a faster-than-Not-Forgotten TTK when the perk is proc'd. Speaking of NF, maybe make Magnificent Howl a randomly-ocurring scout perk? Or something along those lines to give scouts their own personality. Something to make them really *pop* and claim their own space. Kill Clip does that for the Eternal Blazon, but other scouts need that same love.
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Edited by NM3K: 5/1/2021 12:31:01 AMFor DMT specifically, but actually giving a range falloff to the Hip-fire, but buff range. 260s: It's fine at where it is at. 200s: Handling 180s: Damage (slightly) 150s: Handling Edit: This is more towards PvP, I dont know how it would work in PvE tho
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Like a pve buff?
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I say give them reduced flinch and then make some cool new wide open maps.
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2 RepliesMaybe a small damage buff but the real problem is player movement speed and the culture being anything that can out shoot a hand cannon is considered broken.
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2 RepliesHere is my take. I have been using Scouts a fair bit this season, (Mida, Vouchsafe, Eternal Blazon, etc.) and I have only found one issue. The flinch.
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I use deadmans and jade rabbit, they're both fine, its jyst if you're flinched you lose the fight. Granted I know they're high impact but they're my favorite type because I can secure a win, the only acceptable change for me is mida. Its a nice feeling gun.
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Scouts are fine the problem is maps dont cater to them
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Scouts are in complete honesty fine. I just want bungie to unsunset my randys throwing knife.... (Or add more rapid fire frame scouts)
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Edited by ChaseyCakes: 4/30/2021 12:22:52 AMThe ttk is fine with scouts just decrease the zoom and flinch. They could definitely use both a range and damage buff in pve though.
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For them to increase damage, they would heavily nerf range , making them oversized handcannons
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The range is fine. The things deal no damage. They're easily outpaced by even hand cannons at most ranges.
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1 ReplyDamage buffs would make them the only logical option to use so that's completely off the board. We need to stop with the extremes, its not fun. Range? Sure maybe but what is that going to do in most situations? Remember, the only outliers in Crucible right now quite literally are just 120s and aggressive shotguns. These two things getting nerfed would inherently buff scouts. I have another proposition. Remove No Distractions from the perk pool on scouts going forward and make it intrinsic to the entire weapon type. Otherwise, all that can be done is better map design in PvP. And in my opinion, I have to disagree on usability. Scouts should be harder to use against the other weapon types. Just like bows and special grenade launchers. When they actually get to abuse the range advantage, there's literally nothing everything else can do against it if the person knows what they're doing.
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Something feels off about their hit registration. Their aim assist and target acquisition cones need adjusting, not just buffs. Their handling need a drastic buffs. The 180 and 150 rof scouts need to be consolidated. While doing this, their damage and rof needs to be in between the two stats.
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5 RepliesTheir TTK is fine. What people don't seem to understand, even now in this 1.0s TTK meta, is that TTK is not everything. What people have realized though is that something with a consistent TTK across all engagement ranges on the maps we have quickly becomes meta. So makes buffs for consistency (bodyshot damage buffs) and get larger maps out there. Last time I took a scout out it was on Bannerfall and Convergence with The Guiding Sight. I got a rapid hit and iron grip roll. Dropped 40 bombs in both matches. Scouts can put in some serious work if they're put in an environment where they can. So let's do that. Make some maps and then buff the bodyshot damage on a few archetypes to make them more approachable.
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When I use Scouts I usually find them very consistent, Its just that most playspaces and the general understanding of how to move through these places makes it difficult to bring out what theyre best at. In very few places in this game would I pick a scout over a Pulse or 120hc. Need some map variety.
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This would be a good idea, but then, what would be the point of using a hand cannon? You get too close, so by the time you get close enough that person to use a 150, your killed by the scout rifle. Even a 120 might not have enough range or aim assist at that point.
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They need some pve damage for sure. They definitely need some bodysuit damage increase. The difference between crit and body is way to high. Or hive them the same gigantic hitboxes like hc's in pvp.
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1 Reply150s and maybe 260s are in a good spot 200s and 180s need some help
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i wish they do buff scout rifles so we get back on that mutli tool
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4 RepliesId say 10-12% bump in dmg in PvE