Jump to content
EN
Play

Forum

Is Electromagnetic Accelerator "Scout" the new Thunder?


TheCongoSpider
 Share

Scout vs Thunder  

31 members have voted

  1. 1. Do you think Electromagnetic Accelerator "Scout" is overshadowing Thunder?

    • Yes
      20
    • No
      11


Recommended Posts

With all the augments for turrets currently in the game, there will be a few that come close overlapping the gameplay of another turret entirely. What has had my eye for a while now is Scout after its buff. Scout turns the intervals between your Railgun's shots into that which is very slightly faster than Thunder even after its own reload buff. 

 

Before the buff, Scout did the same damage as Thunder. Now it is dealing more damage and is able to near comfortably one-shot light hulls of the same modification, something Thunder cannot (or is very, very unlikely to) do. In the later modifications, it will have almost 100% penetration letting it deal the same damage to all enemies. 

 

Players often compare Thunder to Gauss stating that Gauss is overall superior. I would rather compare it to Scout Railgun. I say that's the difference between comparing Large Calibre Rounds to Stock Railgun and comparing "Death Herald" Compulsator to Stock Railgun. One of them has vastly different stats and fights to be superior. The other just is

In this case, Gauss fights to be superior with its own struggles of acquiring targets and effectively using the arcade mode. Scout is just Thunder with more damage and impact force. One fights to be better, one just is. 

 

What do you think about this? Is Thunder becoming overshadowed?

  • Like 6

Share this post


Link to post
Share on other sites

16 minutes ago, yellowghetto said:

You finally realize this?

I was going to make this topic in June but I decided to hold out since the buff was still fresh back then. Now that I'm seeing just as many Scouts as LCRs, if not more, it was time for it to be posted. 

Share this post


Link to post
Share on other sites

What you are all forgetting is it's MURDER HORNET that gives most of these turrets there game changing power. I have never seen a hull dominate so much in battle at every rank. I have now shelved 3 accounts due to these overdrives, and they will not come back until i think i can compete at a good level. What is the point of having a strong account if it is rendered useless by ONE hull that is clearly way stronger than all of the rest. Get rid of overdrives, are at the very very least nerf MURDER HORNET by a significant amount. TO has changed by far for the worst, i've had enough of these OP overdrives, im done. 

  • Like 1

Share this post


Link to post
Share on other sites

8 minutes ago, cosmic666 said:

What you are all forgetting is it's MURDER HORNET that gives most of these turrets there game changing power. I have never seen a hull dominate so much in battle at every rank. I have now shelved 3 accounts due to these overdrives, and they will not come back until i think i can compete at a good level. What is the point of having a strong account if it is rendered useless by ONE hull that is clearly way stronger than all of the rest. Get rid of overdrives, are at the very very least nerf MURDER HORNET by a significant amount. TO has changed by far for the worst, i've had enough of these OP overdrives, im done. 

This does not concern Hornet. This is comparing Scout and Thunder. They both can be equipped on any hull. 

  • Like 5

Share this post


Link to post
Share on other sites

3 minutes ago, At_Shin said:

I agree with Dcongo? here,  railgun scout is too OP, it always destroyed my tank in 3 shots (or less). But what is atrocious about it is that when a dumb scout shot impales my tank, the stupid imapct force messes up my tank's movement, making it harder to fall back behind cover in time. 

It needs an impact nerf. 

Look at Autocannon.  Not saying it needs that much nerf but - allowing a turret to fire as fast as Thunder with double the impact is just stupid.

  • Like 5

Share this post


Link to post
Share on other sites

4 hours ago, wolverine848 said:

It needs an impact nerf. 

Look at Autocannon.  Not saying it needs that much nerf but - allowing a turret to fire as fast as Thunder with double the impact is just stupid.

It’s reload does need a nerf too. It reloads just too fast in legend ranks.

  • Like 1

Share this post


Link to post
Share on other sites

Regardless if it's OP or not, I completely against all of the alterations in the game, it change the concept of the game for every turret.

Look at the difference between LCR railgun and Scout railgun, completely differs from each other in strategies and how it works, Railgun usually known as a heavy turret and you play like - shot and hide, but with Scout you will play with a completely different way.

Magnum - As its first concept, is a weapon to shoot far from over the builds and walls, but with alteration like RGC, it change its playing style completely and make you can turn it left&right.

Shaft - Surely a heavy and slow and strong turret, but with RFM alteration it will change the concept of the shaft totally, from a weapon to snipe from far away to a weapon for attack.

Smoky Autocannon it's not OP, but excuse me its too annoying.

Ricochet Destabilized plasma, it's just funny when they remove the ability of bouncing and replace it with splash damage.

Edited by asem.harbi
Corrections
  • Like 7

Share this post


Link to post
Share on other sites

5 hours ago, asem.harbi said:

regardless if he is OP or not, I totally against all alterations in any turret, it's change the concept of the game for every turret.

look at the difference between LCR railgun and Scout railgun, completely differs from each other in strategies and how it works, Railgun usually as we know is a heavy turret and you play like - shot and hide ,but with Scout you will play with a totally different way.

Magnum - as his first concept he is a weapon to shot far from over the builds and walls, but with some alteration it will change its way totally and makes you can turn it right and left.

Shaft - surely a heavy slow and strong turret, but with RFM alteration it will change the concept of the shaft totally, from a weapon to snipe from far away to a weapon for attack.

Smoky Autocannon it's not OP, but excuse me its too annoying.

Ricochet Distablized plasma, it's just funny when they remove the ability of bouncing and replace it with splash damage.

 

100% agree with you. Makes the turret exactly the opposite of it at times. Why on earth does RFM even exist? Shaft was made for long range combat. Same with scout rail. Presently players are so used to them and are almost dependent on them that they don’t join battles with alts off.

  • Like 1

Share this post


Link to post
Share on other sites

15 hours ago, E_polypterus said:

100% agree with you. Makes the turret exactly the opposite of it at times. Why on earth does RFM even exist? Shaft was made for long range combat. Same with scout rail. Presently players are so used to them and are almost dependent on them that they don’t join battles with alts off.

Whenever I make pro battles, I will always turn alterations off. They appear to only have the potential to foul something up with the battle. Take for example any battle in the Noise map. With alterations off, there is a diverse range of turrets being used. With alterations on, there suddenly becomes a massive overload of magnums using the mine alteration and shooting down into the bottom of the map and mining up that team's base. The team with the mines going into their base almost always loses due to this (in my experience).

Share this post


Link to post
Share on other sites

14 hours ago, KamiGT said:

Whenever I make pro battles, I will always turn alterations off. They appear to only have the potential to foul something up with the battle. Take for example any battle in the Noise map. With alterations off, there is a diverse range of turrets being used. With alterations on, there suddenly becomes a massive overload of magnums using the mine alteration and shooting down into the bottom of the map and mining up that team's base. The team with the mines going into their base almost always loses due to this (in my experience).

Mortar Magnums are even worse when supplies are disabled. You can't use Double Armor or a Repair Kit to protect against the Mines. I actually made a suggestion about this

 

Share this post


Link to post
Share on other sites

Scout might have a fast reload but its useless against tanks with protection. Thunder is still better than scout except if it is a long range battle. Railgun with scout does not do splash damage which makes it a piece of junk when compared to thunder. Railgun is amazing with LCR and it is a high damaging weapon at long range scouut forces the user to get into the battle and die frequently because of low damge. Thunder can damage a railgun user using splash damage without even being in sight of the user but railgun has to show himself before shooting and hit and run technique WILL NOT WORK with Scout alteration. You can wipeout a lot of tanks with "Sledgehammer" rounds due to splash damage and faster reload. In the end scout DOES NOT overshadow  THUNDER !!!  

Share this post


Link to post
Share on other sites

On this topic - it's really not just Scout beating the hell out of Thunder. There's also literally the entire existence of Striker overriding that of Thunder, and in particular its fire rate increasing augment (Missile Launcher Hunter) making a joke out of Thunder's that does a similar thing (Sledgehammer).

 

On 8/20/2020 at 2:52 AM, r_thug121 said:

Scout might have a fast reload but its useless against tanks with protection. Thunder is still better than scout except if it is a long range battle. Railgun with scout does not do splash damage which makes it a piece of junk when compared to thunder. Railgun is amazing with LCR and it is a high damaging weapon at long range scouut forces the user to get into the battle and die frequently because of low damge. Thunder can damage a railgun user using splash damage without even being in sight of the user but railgun has to show himself before shooting and hit and run technique WILL NOT WORK with Scout alteration. You can wipeout a lot of tanks with "Sledgehammer" rounds due to splash damage and faster reload. In the end scout DOES NOT overshadow  THUNDER !!!  

There is so much wrong with this post.

First off, Scout ignores protections every other hit, whereas Thunder has no augments that allow it to bypass protections. As for scout being better only in a long ranged battle - Scout has higher damage, 900 or 960 depending on crits. Railgun LCR sucks some serious *** now, it doesn't ohko light hulls with da on, the only thing of value it gets is unprotected light hull oneshots with non-criticals. Which is abhorrent considering that it has a 60% reload penalty attached to it and other augments (Adrenaline, Super-Armor Piercing Rounds) allow you to do the exact same thing without that reload penalty. As for splash damage - Thunder also contends with self-damage, whereas rail does not. Additionally, Railgun has a way to hit multiple people at once as well - it has penetration. As for Slegehammer - I find that in the ranges where the damage reduction doesn't matter, other turrets are so much statistically superior that it's just not worth using Sledgehammer, and in the ranges where the damage reduction matters - you'd rather be using Scout, as the consistent damage across range would save you more time than Sledgehammer's faster reload.

Thunder is horrible - it's just barely good enough to be in the "can be carried by booster or defender clowns" category, even with its best augment.

Share this post


Link to post
Share on other sites

11 hours ago, TheCongoSpider said:

How do you all feel about this, after the critical hit update? 

Scout needs a nerf in impact.

4 hours ago, Abellia said:

Railgun LCR sucks some serious *** now, it doesn't ohko light hulls with da on,

Actually its still pretty good. I have an account that has a fully MUed MK5 railgun with LCR and its still doing pretty well with it.

4 hours ago, Abellia said:

Thunder is horrible - it's just barely good enough to be in the "can be carried by booster or defender clowns" category, even with its best augment.

My main has MK8 thunder with adrenaline, and a Brutus that has 12 MUes in it. Its doing super well.

Share this post


Link to post
Share on other sites

I don't hate Status Augments. I hate Augments and items that give reload hacks. I.E Longer range weapons which shouldn't have rapid fire.

Railgun Scout.

Smoky Autocannon.

Viking OD.

Shaft RFM.

BROKEN

  • Saw it 1
  • Agree 1

Share this post


Link to post
Share on other sites

Yeah, electromagnetic scout for Railgun does feel stronger than Thunder, but at least it doesn't have splash damage.

It can only destroy multiple enemies in a straight line.

 

But it's still pretty fast at reloading and shooting, making us lose our tank's balance and movement.

It would at least help to reduce its impact force, and maybe some damage, or increase a little reload time.

  • Like 1
  • Agree 1

Share this post


Link to post
Share on other sites

22 minutes ago, Fuchsia said:

not to mention the 50% crit chance too

Only Round Stabilisation has a flat 50% chance. The other Railguns currently have the same critical hit rate as Shaft, Thunder and Magnum. 

  • Agree 1

Share this post


Link to post
Share on other sites

41 minutes ago, TheCongoSpider said:

Only Round Stabilisation has a flat 50% chance. The other Railguns currently have the same critical hit rate as Shaft, Thunder and Magnum. 

oh

Share this post


Link to post
Share on other sites

 Share

×
×
  • Create New...