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What is your first impression of this weapon? (1 = worst, 10 = best)  

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  1. 1. What is your first impression of this weapon? (1 = worst, 10 = best)

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Ya, I saw TheDetective999 vid on youtube and tried that trick; it works and I tested it out. 

Like I was thinking a Fast Reload augment like Scout for Rail and Rapidfire for Shaft.

Tornado is sure great for juggernaut hunting; the hopper with tornado is nice.

 

 

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Scorpion Tornado was supposed to only increase the number of rockets on paper

  • Why did they add splash damage to it? That totally makes Explosive Warheads obsolete.
  • Why did they decrease the reload time instead of increasing it? Again why?
  • Why can it shoot over very short distances?

Wake up tanki community (if there is any). Stop supporting these kinds of broken augments which destroy the game balance. 

 

 

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On 1/18/2023 at 2:42 AM, yuvraj007 said:
  • Why did they add splash damage to it? That totally makes Explosive Warheads obsolete.

Swarm and Javelin/Spear make Wolfpack (even more) obsolete. Uranium makes Explosive Shells obsolete. This is the way devs have been creating premium augments for a long time. For a while, status Ricochets made Destabilized Plasma obsolete.

On 1/18/2023 at 2:42 AM, yuvraj007 said:
  • Why did they decrease the reload time instead of increasing it? Again why?

I'm assuming they want Tornado to be heavily salvo spam at the cost of useless arcade shots. If so, they failed greatly.

On 1/18/2023 at 2:42 AM, yuvraj007 said:
  • Why can it shoot over very short distances?

 

Likely an exploit due to how Tornado launches so many rockets with so much time in between rockets. This gives you time to rotate around and change the rockets' path.

Edited by Me0w_XP
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Tornado aug is absolutely broken. Works best with Crisis. I love it! I don't even know how I received it, a few days ago I checked my garage and it was just there. Did Tornado come from Ultra containers, or of some other means?

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On 1/19/2023 at 12:39 PM, Alklines said:

Tornado aug is absolutely broken. Works best with Crisis. I love it! I don't even know how I received it, a few days ago I checked my garage and it was just there. Did Tornado come from Ultra containers, or of some other means?

It was a part of the Arcade minigame reward for the crimson faction, along with 1000tks! Congrats! ? 

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Noob turret, should be nerfed yesterday. You get in map and do not see anything in you own... But in 3 seconds you are getting hiting by a rain of rockets of this ***


A lot of noobs using, campers, and we don't have any advises about rockets launch on us, and the critical shots of this turret it's to extreme, should be decreased.

 

A lot of times you spawn in map and have 2 Skorpions that launched rockets in you, it's start to move and die, life don't work.

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On 1/19/2023 at 5:01 AM, AzaborBR said:

Noob turret, should be nerfed yesterday. You get in map and do not see anything in you own... But in 3 seconds you are getting hiting by a rain of rockets of this ***


A lot of noobs using, campers, and we don't have any advises about rockets launch on us, and the critical shots of this turret it's to extreme, should be decreased.

 

A lot of times you spawn in map and have 2 Skorpions that launched rockets in you, it's start to move and die, life don't work.

Find a wall that's tall enough and clamp yourself up against it, and the wall will block the missiles.

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On 1/19/2023 at 2:01 PM, AzaborBR said:

Noob turret, should be nerfed yesterday. You get in map and do not see anything in you own... But in 3 seconds you are getting hiting by a rain of rockets of this ***


A lot of noobs using, campers, and we don't have any advises about rockets launch on us, and the critical shots of this turret it's to extreme, should be decreased.

 

A lot of times you spawn in map and have 2 Skorpions that launched rockets in you, it's start to move and die, life don't work.

I love Scorpion but for the gun - I've always wanted a Railgun that shoots instantly when you press the button and it's exactly that. The rockets however feels like a pretty cheap and lazy way to get kills and it's annoying to be killed by them. I wished they were re-worked to be easier to dodge or that a Scorpion player had to see a tank the whole time they target them.

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On 1/19/2023 at 6:06 PM, ekf said:

I love Scorpion but for the gun - I've always wanted a Railgun that shoots instantly when you press the button and it's exactly that. The rockets however feels like a pretty cheap and lazy way to get kills and it's annoying to be killed by them. I wished they were re-worked to be easier to dodge or that a Scorpion player had to see a tank the whole time they target them.

While I agree that scorpions rockets need to be nerfed, I actually like how it doesn't need to see its target to lock on to it... rockets can be guided towards different things, and although radar guidance for ground targets are rare it's should work in a game where every tank has a radar. 

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That's it... I like how it doesn't need to see its target to lock on to it, but we need have some alert to know we're being targeted by another player, For example, see this:

We join at game and when shield is gone, skorpions already are hitting us... Yesterday for 4 times in battle, I spawned in map, and 2 skorpions reached me, life supply and shield it was useless. (Dictator MK 7-20 (+ 65 protection and  + FULL Drone). That makes no sense (worse if enemy give the shot after launch rocket, the chance to critical hit is very, very high).

The only way to be really safe it's you hide behind some big wall... But, depends on where enemy Skopion are launching rockets, even behind wall you will be hit. Worse if you are with jug.

Edited by AzaborBR

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On 1/19/2023 at 6:46 PM, AzaborBR said:

That's it... I like how it doesn't need to see its target to lock on to it, but we need have some alert to know we're being targeted by another player, For example, see this:

We join at game and when shield is gone, skorpions already are hitting us... Yesterday for 4 times in battle, I spawned in map, and 2 skorpions reached me, life supply and shield it was useless. (Dictator MK 7-20 (+ 65 protection and  + FULL Drone). That makes no sense (worse if enemy give the shot after launch rocket, the chance to critical hit is very, very high).

The only way to be really safe it's you hide behind some big wall... But, depends on where enemy Skopion are launching rockets, even behind wall you will be hit. Worse if you are with jug.

Maybe the rockets could loose their target-lock on for the last short distance of flight, so that they only work on campers who stand still. Everyone dislikes campers right, so no one would care about their cries right?? ?

Edited by ekf
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On 1/19/2023 at 1:51 PM, ekf said:

Maybe the rockets could loose their target-lock on for the last short distance of flight, so that they only work on campers who stand still. Everyone dislikes campers right, so no one would care about their cries right?? ?

I had a similar idea that would make Scorpion truly for "anti camper" purposes: the missiles track a single spot instead of a moving tank. In other words, they only fly toward where the tank was the moment the lock was complete. This would also justify giving it no laser. xD

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Scorpion is unhinged. It has been a while since Tanki has so egregiously dropped the ball, and believe me, it hasn't been all daises and roses for the past couple of years. But this, is without a doubt, the most unbalanced turret I have ever had the misfortune of knowing. Its even worse than Tesla when it came out in UC a couple of years ago, and its broken augments that it received shortly after (EMP for 9 seconds). So today I am going to rant on the one aspect of Scorpion needs to be taken down a peg (there are several, I don't feel like going in on the rest rn)

 

 The legal hack of allowing Scorpion to lock on to targets behind any object. I don't know if this is intended game design, given the fact that the turret has been in the game for months and nothing has been done about it, but its absurd to think that you could theoretically lock onto someone behind a million walls, and still have such a short lock on time and lethal accuracy with no enemy retaliation in a video game.

Think of it this way; in order for Striker, or any turret to lock on to its target, it needs to expose itself to said target, and is therefore open to enemy fire for a short time. However, if you manage to lock on to and hit your target, you are rewarded with very high damage output (Strikers 4 rockets, Shaft's high sniping damage, Gauss High damage although Gauss still needs tuning). There is a high risk, high reward. There isn't such a thing with Scorpion. You don't need to have good precision and stability when locking on to a target when you can do it safely behind enemy lines where you will receive no enemy retaliation. In addition, the rockets themselves have good accuracy, and follow your opponent, EVEN AFTER A SCORPION PLAYER DIES. You add an augment like Tornado to the equation, and there is virtually no risk, high reward. There is a huge disparity between Scorpion and its counterparts in this regard, and it needs to be dealt with immediately. And I dare anyone compare magnum on an equal footing with scorpion.

What I think needs to be done is the following:

1. Remove the legal hack of allowing Scorpion to sneakily aim directly at a target for one millisecond, then hiding behind objects for the rest of the lock on time. Striker has to do it, as with shaft and Gauss; why should Scorpion be exempt from this?

2. Increase the time needed to lock onto a target. It makes no sense that Scorpions missiles is capable of 5000 damage, while Strikers is only capable of 3600 (5300 if you're lucky to get a crit), yet takes half the time to lock on.

There are other things that need to be tuned about Scorpion, but these I feel are the biggest two.

 

To close, I want to connect this to a couple of posts I've seen. The game is becoming TDM, for all modes. The meta favors high burst damage, and camping from across the maps. I can camp with shaft or scorpion or gauss, be on the losing team, and still outperform every single tanker in that battle in terms of score. So what's the incentive for me exposing myself and going on the attack? Winning the game? I get more crystals from relaxed camping than 75% of tankers if I'm on the losing team, 100% if im on the winning team. Not only with scorpion, but damage output is being increased on several turrets and augments (meanwhile Vulcan has remained utterly pathetic since last year), but the defense on our hulls has been left the same. People are dying too quickly, and this overall meta needs to change to not only cater to the campers anymore, but to everyone.

                    

 

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I feel like scorpion pulsar should be reworked so that it always applies the pulsar effects in the first missile of a salvo, so that it stands up to the name of being a 'crazy deadly weapon'. Otherwise, it is essentially an obsolete augment which can really distract from effective gameplay.

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On 1/28/2023 at 10:59 AM, rus0806 said:

I feel like scorpion pulsar should be reworked so that it always applies the pulsar effects in the first missile of a salvo, so that it stands up to the name of being a 'crazy deadly weapon'. Otherwise, it is essentially an obsolete augment which can really distract from effective gameplay.

All other pulsar augs only apply so on crits, needless to say, pulsar scorpion has better chances of critting than most other pulsars when it comes to shot based numbers, twins and pulsar edge ahead due to their rate of applying damage, whilst smoky is a bit more decent but scorpion edges out on brunt impact and damage out of the lot

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On 1/28/2023 at 9:00 AM, Akame said:

pulsar scorpion has better chances of critting than most other pulsars when it comes to shot based numbers, twins and pulsar edge ahead due to their rate of applying damage, whilst smoky is a bit more decent but scorpion edges out on brunt impact and damage out of the lot

Pulsar Scorpion's numbers might look nice, but it has the same problem as the 1.6 second warmup Railgun: the firing rate is abysmal. That holds it back from applying status effects at a reasonable frequency. The fact that the status effects can be completely removed by a Repair Kit well before you fire your next shot is a problem for it. It is objectively the worst Pulsar.

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On 1/28/2023 at 12:59 PM, rus0806 said:

I feel like scorpion pulsar should be reworked so that it always applies the pulsar effects in the first missile of a salvo, so that it stands up to the name of being a 'crazy deadly weapon'. Otherwise, it is essentially an obsolete augment which can really distract from effective gameplay.

Scorpion pulsar being useless means that there is one less braindead OP augment to worry about. We already have enough OP non-sense to make protections borderline useless, hulls almost getting oneshotted by everything now immunities are becoming useless because of pulsar and the amount of people using EMP, AP, stun every match. 

The only pulsar that needs rework is TWINS AND TESLA (obvious reason). Remember scorpion pulsar costs 100 tankoins it has no right to be even close to powerful. You can argue garage augments should be more OP than scorpion pulsar.

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On 1/28/2023 at 9:48 AM, Kimura said:

The only pulsar that needs rework is TWINS AND TESLA (obvious reason).

I agree. The problem is that they are using the -30% chance template on everything. Thus, it's OP on some turrets and trash on others.

 

On 1/28/2023 at 9:48 AM, Kimura said:

Remember scorpion pulsar costs 100 tankoins it has no right to be even close to powerful.

Reminder that Tornado and Spear cost the same. In fact, Crimson team got Tornado and 1000 Tankoins, and since the 100 TKs were refunded, they got the most busted augment for free and then some.

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Due to Pulsar using a strict template of Stock with status on crits, -90% crit damage and -30% maximum, initial, chance step + whatever unique duration increase characteristic a turret may have, some Pulsars will be more practical than others, whether that be in general or against the standalone status augments for the turret. 

 

You have to take into account:

 

  • The gameplay of the turret 
  • Turret critical chance paramaters
  • Turret critical damage
  • Standalone status augment durations

 

A Pulsar can do well in 3 of 4 categories but being bad in the remaining one could possibly bring the entire thing down. I'll give three current examples. 

 

Tesla does well in all categories. Tesla as a whole does not really change with its augments. The critical chance parameters are decent for the fast firing rate. The critical damage is not overly high so you're not missing out on a whole lot and the standalone status augment durations for critical hits are on the high end. End result being death is almost guaranteed if it gets a critical hit in a 1 v 1. 

 

Hammer does not really do well in any of the categories but the two that bring it down are the critical chance parameters and the gameplay of the turret. Hammer only has 3 shots in the clip, meaning you can only solo benefit from a Pulsar application on 2 out of 3 potential shots. Hammer's critical hit rate relative to the firing rate is on the lower end already, lowering it more with its gameplay is asking for trouble. Status Hammers have 3 separate durations due to the gameplay Duration for crits (short), duration for hitting a target with the last shot (medium), and hitting a target with the last shot that happens to be a crit (long). Since Pulsar strictly applies status on crits, it will have the short duration on the first 2 shots of the clip. If the last shot is a critical hit then the status durations will be lengthened, but you cannot make use of it unless the enemy does not have a repair kit available after 3 seconds, or if the enemy dies by the afterburn during the clip reload, you might as well have killed them with normal critical damage from another augment. End result being Pulsar Hammer is impractical. 

 

Smoky is not so straightforward. The gameplay of it pretty much influences everything else. Smoky is 1 of 3 turrets currently known to advance critical chance on misses, and has a relatively high rate of critical hits due to the fast firing rate if accuracy is good. The standalone status durations are on the low end and you lose the critical damage that helps make positive interaction changes against certain hulls. What every Smoky can do is advance their initial/minimum critical chance to a positive number before their next engagement to start with a good critical chance.

Because Smoky's durations are so short, you HAVE to hit the subsequent shot after the crit for it to be worth it. Otherwise, you miss the opportunity for you to make use of the 2-second AP. You potentially miss the opportunity to make use of the 1-second EMP, which players with good enough connection and reaction times can enable Boosted Armour before the subsequent shot deals damage. You miss the opportunity to take advantage of the 1-second stun slowing them down. You potentially miss the opportunity for the afterburn to help you build your damage back up to that of a Stock Smoky. All of this and you can potentially miss your critical hit in the first place, which takes a bit longer to get than Stock. End result being you have reason to pick Pulsar over other Smokies and you have reason to pick status Smokies over Pulsar. None inherently overpower the other. 

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What I don't like is how they introduced certain Pulsar augments that makes players complain about the weak ones. Pulsar Hammer and Ricochet were sold for money and are on the lower end. Pulsar Striker currently is being sold for money and I doubt it will be as effective as people would want it.

With Pulsar Twins in the game, we have reached the point where players see what a practical Pulsar looks like. Pulsar Twins should decide whether they keep the strict template mentioned earlier and nerf the Stock turret, or if they start balancing the different Pulsar augments individually. 

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