They could buff scout rifles by another 15% and they'd still be outclassed by pulse rifles in PvE.
That's why I don't call for scout rifle buffs anymore. Because the only way to fix scout rifles is to nerf pulse rifles. And I've already made the switch to pulse rifles.
95% of my time in this game, from 2014 until September of 2018, has been with a scout rifle primary. It's time to let it go and move on.
English
-
[quote] Because the only way to fix scout rifles is to nerf pulse rifles. [/quote] That is...ridiculous. The enemies are simply too strong and move way too fast for most scouts, save for vouchsafe and its sweet 200rpm (but too weak to take down void shields effectively, wtf) But generally speaking, they are just wayyyyyyyy too slow to make sense to use.
-
Too slow, too jittery, and too weak, plus many enemies have active countermeasures to avoid Crits (teleporting, Taken erratic movement, Goblins hunching over to block their juicebox) - unfortunately, there just isn't much place for crisp ranged precision shooting in the current version of Destiny. I spent most of D1 running Another NITC, Badger, and Cryptic Dragon with Outlaw+Crowd Control builds, and could mow through a room of ads faster than an MG from the back hall or a walkway - in D2 their range barely holds up in mid-size Strike arenas, and killing anything stronger than a Dreg or Thrall requires at least a double-tap. As someone pointed out in another Scout thread a couple weeks ago, there's nothing a Scout can do in D2 that a Pulse or HC can't do faster and better, with half as many trigger pulls, less flinch, and more consistent targeting/aim assist. Until they nerf it (again), the current best 13-round high-impact Scout in Destiny 2 is Ace of Spades.
-
작성자: Pocket Fox 12/2/2018 5:01:27 AMI actually kinda like the change to Ace. The bonus bullets from Ace had the same problem as Kill Clip, it didn't refresh if you proc it again before it expires (I HATE this on Kill Clip). We lose 1 bonus damage bullet in Ace, but can now reload whenever the hell we want. Kill Clip needs this change as well. But yeah I agree with what you said about scoot rifles.
-
I don't dislike the change, and agree it's more useful in its current state (although it would've made sense to keep 6 overcharged bullets...I'm sure there's some weird Crucible justification for that). My point was only that they're already "tuning" one of the few really good and fun Exotics, and 4 years of experience says once they start they don't know when to stop. HCs in particular always end up on the losing end - Last Word, Thorn, First Curse, they were all damn fine weapons...for a while. As a fan of revolvers I've noticed Destiny really seems to do everything it can to avoid letting anything have 6 rounds, even though most Hand Cannons have Hexagonal cylinders. IIRC, the only two HCs which were able to be rolled as true 6-shooters were Ill Will and Lingering Song, which came with 7 rounds by default but could be lowered to 6 with Braced Frame or Smallbore. Kill Clip and Outlaw both need some tweaks - Kill Clip to activate properly on every reload, and Outlaw to activate properly on every kill. I have several weapons with both, and they sometimes work against each other since Kill Clip requires waiting for the perk to expire before reloading, but Outlaw procs on the first kill and starts a timer that doesn't refresh the perk until the timer runs out - when chaining shots for ad clears, I've had Outlaw expire a half-second after a kill because it was still active from two or three kills back and wasn't using the most recent precision kill.