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Everything posted by Fenrir
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Indeed, Scout is much better than them all, it's hilarious. Now, imagine the status rails with the current Scout template... hehe.
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This is absurd. The gap between those whom own Crisis and those whom do not would grow exponentially. Have you considered that many players have not gotten "strong" with it because they simply can't afford the playtime with the drone required to do so? it's a more user-selective version of the unlimited supply pass which had been removed from the game, and Opex said he has no plans to bring it back.
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Hmm. I didn't mention the knockback because, generally speaking - all long range turrets have this ability, unless an augment takes it away (Healing Emitters for Shaft or Hyperspace Rounds for Railgun are good examples, but in their cases it's not necessarily a disadvantage since they need to actively shoot allies, and doing so with impact force would undoubtedly annoy them; plus, no impact force also means no recoil, which - save for parkour - is a very good thing, especially with hover- and light hulls in general). As for your question... No, it's not necessary for the turret to be rotating whilst launching, but this happens naturally since Scorpion cannot rotate quickly enough to lock-on and immediately shift to the side to launch the missiles in a different direction (that's what you need to do to change their flight trajectory). The missiles have good physics, but not good enough to factor in whether or not you are stationary when they "come out". Driving will not add momentum in Scorpion's case. The only thing that matters is the position of the turret itself, relatively to your target; if that makes any sense.
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To be fair, I see a lot of "Legends" running around with Mk3s or worse :3 In all seriousness though, at Mk4 you've unlocked a big chunk of Scorpion's potential already, and the difference between an Mk1 and Mk8 is mostly that your stats double. And since it's a long-range turret, this is hardly a surprise.
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Yes, at very long distances, even Scorpion suffers - the farther away, the less sharp the missiles' downturn in flight will be, and so it gradually becomes all the more probable they will hit an obstacle. To somewhat remedy this issue, I recommend that you do a "little dance" as soon as you lock-on; that is, quickly rotate both your hull and the turret in the same direction to force the missiles to take a detour; they will need even more time to reach their target, but with successful execution, 6-7 rockets should try to seek their target horizontally from the side rather than charging straight at the obstacle, and thus they will be much more likely to actually hit the tank they're after. This is especially useful in Stadium battles. Also - Scorpion's current reticle retention period is 3s; it is excessive and normally serves no purpose whatsoever, however it is useful for the tactic I described above; you can build up the lock-on little by little, and if you manage to finish it while both your turret and hull started accelerating, then perhaps even more rockets will be successful in hitting the enemy.
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The main turret deals 1250 damage per shot, the same as stock Railgun - except it lacks its penetration feature and has a significantly worse auto-aim. Scorpion is able to fire instantly, Railgun has a small warm-up; one has a physical projectile making it borderline unusable when surrounded by allies, meanwhile the other is completely fine with it due to being hit-scan and the ability to penetrate tanks. Stock vs Stock, I'd say Scorpion wins simply because they are very similar, except Scorpion also sports an additional firing mode. Now, this becomes much more blurry if we include augments, namely the Scout Accelerator and Hyperspace Rounds. Scout makes Railgun's DPS and versatility strictly better than Scorpion's main turret, so the rocket launcher with its limited range (namely, a large blind spot around it) acts as a balancing factor - the augments it has do not increase the power of fire, they simply alter Scorpion's behavior; Explosive Warheads try to justify the rocket launcher's imperfections with added splash damage. In reality though, apart from bringing you satisfaction of making sense (rockets going boom should have splash damage, no?) its usefulness is limited to ASL (attacking team) and SGE - the modes where Railgun's Hyperspace Rounds are more than viable and offer the highest damage potential in the game. In any other mode, a Gauss will teach the enemy why clumping together is a stupid idea before your rockets even reach them. Explosive Shells simply switch the comparison from Railgun to Thunder, and there the winner is obviously Thunder. You combine a medium ranged variant of the main cannon with stock's rocket launcher that will not work at that range at all; it won't be a beneficial combination unless of course you're just bad at aiming and figure that some residual damage when firing at buildings is better than none if you miss your target normally. Wolfpack is barely worth talking about - you make the turret worse in exchange for having to think less about which way should you launch your rockets, because once they fly 6s and the (increased) acceleration phase ends, they will speed up tremendously and definitely hit their target... provided they weren't going to smash into a wall in the first place. It's just not good, and I've never seen anyone using this augment do particularly great. Finally, there is Swarm - it shifts its high-efficiency "danger zone" from long range to medium and almost melee (but not quite, your rockets will not work if a Freeze/Firebird/Isida/Tesla with its base range reach you) in exchange for lower damage-frontloading and, ultimately - a decrease in range as well. Swarm's salvo behaves a lot like Striker's rockets, except Scorpion's missiles are much slower so hoping they will hit an active enemy from afar is simply foolish and a waste of your salvo. This is currently the most efficient augment for Scorpion and I would say it makes it better than the current Railgun overall, but to be fair, Swarm is considered a modern Exotic augment, and - Railgun is in a state where it needs one of the two select garage augments, meanwhile its legendary augments are simply not worth using. That means something is very wrong with the turret. TL;DR: I believe Scorpion is balanced + currently less powerful than Gauss in most situations, and is a fun combination of Magnum's completely user-dependent manual aiming as well as Gauss' chill semi-automatic gameplay. The reason I avoid comparing Scorpion to Shaft or Magnum is because they serve completely different purposes; Shaft is either a long-ranged healer or a one-shot machine. Magnum needs to find a convenient spot and then constantly barrage groups of enemies from behind cover, making it the only completely safe turret from getting punched in the face by Gauss or Scorpion. Of course, to be efficient - it needs to move around, and that means taking a risk. But that's part of the fun, is it not? Scorpion is, imo, fun both to use and to play against, because if you pay attention to it, you can avoid its most lethal aspect, and if you get hit by a normal shell, that too is fair - after all, it has no splash and no automatic system to do the aiming for it, so getting smacked by one even from afar is a hallmark of skill rather than an annoying bot turret. it shouldn't one-shot you either, unless the Camper drone is in effect and/or you're using a light hull and/or no Vulture module. But really, any long ranged turret can shish-kebab you in a setting like that.
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Gauss only needs 0.6s to complete its lock-on and is hit-scan, so it can pretty much go peek-a-boo on you just fine, if not better than Scorpion since the latter's rockets need time to reach you, and if you hug a wall - they are likely to smash into it; driving in front of a billboard will do the trick, too. As for Striker... well, it's called a medium-ranged turret for a reason. Its DPS out of salvo is significantly greater than any of the long-ranged turrets; naturally, it pays for it with reduced effective range (though this is debatable with its often overlooked RRE augment). Plus, it has potent splash (Gauss even more so, you can kill tanks around your main target with it, healers for instance), while Scorpion's stock radius is so tiny (1-2m) you may as well think of Scorpion as a single-target turret. With all this in mind, I think it's actually fair that Scorpion can lock-on through walls. A successful hit is not guaranteed, in any case.
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That prop also tends to fail to stop projectiles, and not just from Scorpion.
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Its point is that, at very long distances - it makes the rockets almost impossible to avoid due to how fast they become. As things are, this augment looks like a nerf to the turret in exchange for not having to worry about setting off the missiles in a proper direction to make sure they follow the target horizontally when they make their trip rather than get tricked into smashing into a wall or the ground. Swarm on the other hand turns Scorpion into, more or less, a medium ranged turret, Striker-esque. Plus, it's considered exotic, so a money-maker reliant on people whom did not get the fund. It's not overpowered per se, so though many have it already, it's a situation of "not much gained, even less lost" for the devs. What makes it good is that it enables Scorpion to be versatile and not hindered on small maps.
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Now that Hazel has the found the ultimate money-making spell, maybe he won't make OP augments anymore - an augment doesn't need to be OP to be fun, and such a "competition" appears to be far more lucrative than UCs xd
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Talk about skill issue...
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Tesla resembles a scorpion, Scorpion resembles a fox. The world of Tonk has its own laws.
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And that bonus shot is exactly what you need to cheese a medium hull with Booster.
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This looks like a bonus shot for Helios in a burst, so cannot agree with you.
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So Helios is finally being shifted to really act more like a sniper, Striker got buffed, Hyperspeed nerfed (thank goodness) and RFM got screwed to promote the revamped Helios. Ah well. Could have been worse.
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Well, at least it's fairer this way - without this update, Gauss would definitely be the worst choice among all long range turrets, with Scorpion in the mix. Now it's more in line with the bursty options that other turrets now have. Sure, Gauss is available to everyone, but things like Helios and Hyperspeed Shells are far more lethal.
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Pfffft bwahahahahah.
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You get one - two if lucky - unprotected hits, after which the enemies can use a repair kit to kill the other debuffs. If they have AP/EMP/Stun immunity and an RK available, you're most likely not going to kill them. The critical dmg penalty makes a Supercharged Pulsar a defense breaker rather than an annihilator, plus it makes your crits useless against a Paladin or Juggernaut. The other Tesla augments don't have such a downside.
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@Me0w_XP Exothermic Lightning now applies burning both with the ball and crits, so it's an alteration rather than a nerf. Certainly a buff if you use Supercharge frequently. Jamming Discharge went from borderline useless to very useful - why "dead"?
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Ah yes, the 90% crit damage reduction on Pulsar makes no difference at all...
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Nothing is wrong with matchmaking...
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Pure superstition.
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Well first, they gotta upgrade it...
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Campers will use the Camper drone - it's significantly better for this purpose. Crisis becomes vulnerable in damage mode - speed mode as well. You overestimate this drone.
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Hehe... a sight to behold.
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