Can we please reduce flinch on all scouts and slightly increase flinch that scouts produce o am thinking about a 10 to 15% buff for both flinch revived and given
DON NOT APPY THIS TO DEAD MANS TALE.
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The biggest problem that scouts face is that they're just not that relevant on the majority of crucible maps.
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I really hope Bungie consider to buff 120 HC. Because they are in desperate need of it. [spoiler]hope the nerf the shit out of them😜[/spoiler]
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DMT and Hung Jury are perfect examples as to why scouts are fine. One outperforms and is used more than every 120 besides one, the other has a perk combination that allows passive 3 taps, bringing its ttk to one of the fastest in the game.
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Increase body shot damage
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Scouts are fine. You sacrifice damage and more flinch for the sake of staying a distance. PVE side of things, this makes scouts broken for most content if they got a damage buff. What would be the point of using weapons with lower range when I could abuse scouts at a distance. On PVP, we have a map design problem ever since they vaulted all the sniper maps.
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They could use a little more range, maybe slightly less flinch but generally I think they should go untouched. Scouts, among a few others, like sidearms, bows, and submachine guns, are pretty balanced right now. I hate shotguns as much as the next person but the meta gets rough when you have a primary weapon out competing everything.
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Editado por yeIIowpinky: 6/19/2021 3:54:54 AMScouts are great if you adopt a long range playstyle I think. Mida is still fantastic at even surprisingly closer range ( close for a scout ) engagements in my experience. And Jade rabbit and other well rolled higher impact scouts are excellent at their ranges. I know the maps are mostly catering to close range, but Widow's court, Rusted lands, Distant shore, Mid town and Alter of flame are all very viable scout rifle maps. Mida in my opinion is pretty much good anywhere! I recently got a we ran and 2 ghost in the nights on endless vale playing iron banner using it so... yeah I played smart and never over extended myself but still. My point is you can make them work big time if you play them right. One of my favorite spots is behind the big rock near C spawn on Distant shore. You can get a long angle up to B and just plug everyone that tries to cap it! At that range they feel like they're being 1 shot from you and most don't even have time to move once they realize they're being pinned! That is the power of the scout rifle. You should be going something more like 20 and 10 with a 2+ kda instead of 30+ and 20 with a 1.5 using a closer range and more aggressive loadout.
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Editado por Double07: 6/18/2021 6:39:58 PMScouts lack the iconic perk combinations they had in D1.
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Scouts already flinch snipers into space and have extremely easy recoil control. They also already buffed their aim assist. No buff will ever make them better because it isn't a gun issue, it's a map design issue
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Oh no you deed nt
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Scouts are mostly fine in pvp, but they seriously need a damage buff in PvE at the very least.
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Scouts are fine. Fixing something that isn't broken is just stupid.
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Scouts are fine. All I run in pvp are scouts and I have 180 ghost medals, a 3.13 KDA and an overall 2.0 KD. It's how you use them and how much rat strats you can pull out of your hat to smack down the meta.
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Yes please, but unfortunately not likely to happen as that would have to break the current hand cannon metta and Bungie have loved hand cannons for ever.
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Or raise the damage scour rifles do back to default. Add all the flinch to the weapons you want just let them do damage again. Mida multi crutch saw to scouts being absolute shit.
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I think DMT showed me that bungie could easily buff all scout (except dmt) by 15% and it would upset the pvp meta at all.
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Fire rates and damage probably need to be looked at. 180s and 200s are way too similar
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I read this as "a potential buff to all scoundrals"