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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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On 9/11/2022 at 1:06 PM, Kazareen said:

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.

A solid conclusion. After using Scorpion for a while, I've found that it is sometimes hard for all if any of your missiles to hit at long range, but impossible to hit at short range with stock. It's especially frustrating given the long reload.

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On 9/11/2022 at 7:06 PM, Kazareen said:

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.

Do you think scorpion is OP? I understand you think the salvo is balanced, at least to the other kinds of salvos, but I mean as a turret overall.

Edited by qwds

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On 9/11/2022 at 8:33 PM, qwds said:

Do you think scorpion is OP? I understand you think the salvo is balanced, at least to the other kinds of salvos, but I mean as a turret overall.

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.

Edited by Kazareen
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On 9/11/2022 at 7:45 PM, Me0w_XP said:

A solid conclusion. After using Scorpion for a while, I've found that it is sometimes hard for all if any of your missiles to hit at long range, but impossible to hit at short range with stock. It's especially frustrating given the long reload.

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.

Edited by Kazareen
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I've been using nothing but Scorpion since the sales and its quite fun. I generally dual firing mode turrets and Scorpion fits right in there as my current favourite along with Shaft. Has both clear strengths and weaknesses, and its augments (somewhat) give it unique experiences. 

 

I don't necessarily think it is overpowered, rather, it's too gimmicky. Tesla's gimmick required it to be oppressive in a 1 v 1 and docile when fighting a group. It was no surprise that it would easily go on a killing spree if enemies weren't grouped together tightly, and then may be punished by the existence of Supercharge if they do.

Scorpion boasts the same damage as Railgun, with a projectile speed that mimicks Railgun's hitscan characteristic. It also has Railgun's critical hit parameters. It previously had insane range on its arcade shots and above average weak damage %. Now it is lessened and made equal to the other applicable long range turrets.

After playing with it and each of its augments, it's clear that it's what Railgun wishes it could be. Having no delay on its damage output. Having a faster firing rate to advance the critical hit chance quicker. A secondary firing mode that can be accessed during the cooldown of the primary firing mode. It's better than Stock Railgun, which is not a high bar to pass for ranged turrets, but it's notable due to how many parameter numbers Scorpion shares with Railgun. 

 

Stock Scorpion is incomplete and its augments allow it to fill the gaps to varying degrees. Each giving a different niche:

 

Explosive Shells - gives your arcade shot an additional 9m of 50% splash damage but no ricochet. It feels comfy to use as it still has a fast projectile speed and long range damage dropoff parameters. Splash damage allows you to advance the critical hit chance outside of direct hits. 

 

Explosive Warheads - gives your salvo missiles an additional 8m of 50% splash damage. Great for securing kills or damage you otherwise would not have with Stock due to Stock's 2m radius. Allows for potential multikills. 

 

Wolfpack - allows you to send a fewer number of missiles to a remote target faster than Stock can with its own flight path. Compared to the other augments and especially Swarm, it seems to act as more of a detriment than a buff. 

 

Adrenaline - uses Stock's incomplete parameters but can boost the damage when injured. Main benefit of Adrenaline is letting unmaxed Scoprions deal above 3,000 critical damage with Boosted Damage supply. 

 

Booster - allows you to combo a normal and critical hit to deal 6,000+ damage. 

 

Crisis - allows you to deal 3,000+ damage with a normal shot, significantly reducing your TTK on enemies. 

 

I seem to do well with it in every battle that doesn't have half or more of the team using Scoprion protection. Maybe mobile's horizontal auto-aim has something to do with it. The auto-aim has been nerfed a lot compared to what it was months ago but still works well with hitscan turrets like Railgun and Gauss' sniping shot. Crisis might be the only thing it's truly oppressive with. 

Edited by TheCongoSpider
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On 9/12/2022 at 12:42 AM, Me0w_XP said:

I perform well effortlessly even though I only have MK4.

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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On 9/11/2022 at 10:18 PM, Kazareen said:

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.

Thanks for all the information! As a recent user of Scorpion i appreciate it a lot.

Something you didn't mention which I think is a worthy of mentioning highlight of Scorpion, is the very powerful knock-back when you hit an enemy. It's a great benefit when you're battling Railguns and Shafts.

Bot sure I completely understood your advice about turning your tank and turret to the side while the missiles are launching, and what you said about the acceleration of the tank's turning. Is it important that the missiles are launching AS you turn, for them to take the "detour" and strike the enemy from the side?

Edited by qwds

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On 9/12/2022 at 8:28 AM, UnIeash said:

I dont like they added lockhack, but maybe their though was to make campers move from their camping spots and make them vulnerable for others to shoot them.

Scorpion was designed to counter campers from large distances. Ironically, most users are camping with it as well

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On 9/12/2022 at 5:30 AM, qwds said:

Thanks for all the information! As a recent user of Scorpion i appreciate it a lot.

Something you didn't mention which I think is a worthy of mentioning highlight of Scorpion, is the very powerful knock-back when you hit an enemy. It's a great benefit when you're battling Railguns and Shafts.

Bot sure I completely understood your advice about turning your tank and turret to the side while the missiles are launching, and what you said about the acceleration of the tank's turning. Is it important that the missiles are launching AS you turn, for them to take the "detour" and strike the enemy from the side?

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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On 9/12/2022 at 6:29 PM, Kazareen said:

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.

Isn't Scorpion's knock-back easier to make good use of though than the other long-ranged turrets, save Shaft? Because the shot moves almost instantly, you can time it just before a Railgun fire, or the exact moment you've exposed yourself to a waiting Shaft.

And yeah, that does make sense with the missile trick. How dumb of me to not get it the first time. What confused me was that I believed the missiles flew out straight up, so the trick seemed strange, as if it was a bug or something.

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On 9/14/2022 at 6:40 PM, qwds said:

Isn't Scorpion's knock-back easier to make good use of though than the other long-ranged turrets, save Shaft?

Yes, it's easier to use it with Scorpion indeed. The "difficulty" is shifted to aiming, which is comparatively less effective at large distances; Ironically, despite being considered a mobile sniper, Gauss is the most potent at large distances as far as precision relative to how long it takes to release a shot go. Gauss can outspeed any long range turret this way as well, save for Scorpion or an already prepared Shaft sneakily waiting for you to peek (though even then, they have less than a second to react and adjust their aim). Magnum has the strongest impact force iirc (unless something changed) but it's difficult to make use of this ability most of the time unless you are in the vertical barrel movement mode.

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I originally planned to use scorpion with mammoth and crisis but I am really stuck with:

  • Wasp Mk6
  • It's augment freeze immunity
  • Experience with wasp
  • Max brutus, main gear score increaser and responsible for one-shots with arcade against unarmored light hulls
  • Being busy IRL so less crystals earned and less ultra containers
  • Scorpion Mk5; I may not even get scorpion in the new account. Even if I did, I need mammoth also because we now get things in tanki by boxes instead of crystals (recent update)
  • Difficulty in getting crisis or armadillo due to their exotic rarity
  • I am 11,000 crystals close to upgrading scorpion to mk6.

These are the things that keep me from starting a new account and get scorpion mammoth combo or do it in the same account.

Maybe you can rate my planned and current combos.

Edited by GoCommitFishSlap

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I find Scorpion with Crusader is sort of good (Since you can atleast AP). I wonder when SCORPION AP/EMP is coming; the one thing I find frustrating with

Scorpion when you play siege. Sort of amazed do sort of good even with a mk7-11 and maxed out brutus.

Sure GAUSS can let you shoot fast snipe; but then you are defenceless for afew seconds after the snipe -- death at close range. Nice that after you

fire missiles you can still fire shells (even though 3s reload).

I wish they return old gauss settings -- that fast snipe is annoying for both the gauss user and enemy.

 

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On 9/21/2022 at 8:30 PM, cybernite said:

I wish they return old gauss settings -- that fast snipe is annoying for both the gauss user and enemy.

 

I quite prefer the current lock settings, but the reload is pain.

Camper turret haha.

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It is tragic that no one is complaining about the inane behind-the-wall aiming mechanism of scorpion, which is such a disgrace to other turrets which require considerate skills to maneuver. The swarm augment makes it even more ludicrous by providing instant aiming.

I strongly believe that scorpion is the most stupid turret ever after gauss. I feel ashamed to use it even though I have it maxed out. 

No wonder people are phasing out from this game slowly but surely. 

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Why are my opponent's Scorpion able to hit me even at close range, while my scorpion only hits targets very far away? 

I just got Scorpion from container and I am confused (maybe because mine is only Mk0?) but when my rockets shoot at my opponent, unless they are very far away, it wont get them, it'll most of the time overshoot. However an opponent can shoot at me literally from a few meters away and the rockets will still get to me? Also another thing, unless I am hiding very close against a high wall/building, enemy's rockets are able to get me, however my rockets will miss even when opponent are just driving fast?? 

Will it get better with upgrade or do I need some sort of augment?

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On 9/26/2022 at 12:12 AM, Generalissimo said:

Why are my opponent's Scorpion able to hit me even at close range, while my scorpion only hits targets very far away? 

I just got Scorpion from container and I am confused (maybe because mine is only Mk0?) but when my rockets shoot at my opponent, unless they are very far away, it wont get them, it'll most of the time overshoot. However an opponent can shoot at me literally from a few meters away and the rockets will still get to me? Also another thing, unless I am hiding very close against a high wall/building, enemy's rockets are able to get me, however my rockets will miss even when opponent are just driving fast?? 

Will it get better with upgrade or do I need some sort of augment?

Augment Swarm (was in the last tankifund and is in ultras as an exotic reward) is a 6 rocket close quarters orientated augment which you're likely facing, if the enemey has 8 rockets firing, it's woflpack, not a recommended augment. If they are smart enough, some players can weave rockets around some structures by adjusting the exit trajectory. A splash variant of the augment does exist to allow up to 10m of splash, whilst stock has only 1m radius of aoe. 

I would advise that you check out the wiki for more details on these variants to see if you recognise these augment symbols, unless you ofcourse are playing on mobile.

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This Gun is soo stupid everyone is playing it right now and for me it ruins the hole game. The damage is way to overpowerd!!! as a fast tank you dont have a little chance at all!! simply way too much damage!

PLEASE NERV IT 

Edited by freeze_DE
i was even more angry and had to ad some !!!!!

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Weel

On 9/29/2022 at 8:03 AM, freeze_DE said:

This Gun is soo stupid everyone is playing it right now and for me it ruins the hole game. The damage is way to overpowerd!!! as a fast tank you dont have a little chance at all!! simply way too much damage!

PLEASE NERV IT 

Ya, true it is funny seeing alot using this turret, but I think it is just a trend for a while; like tesla was last year. I am starting to see it used less with in the last week.

Another thing in a siege game, it is sort of useful, but if there is lots of melee (freeze..etc) enemy; it just makes sense to goto tesla. The point of this turret is to

wipe out snipers and I think it is best at that. 

Like some think magnum ruins the game; but every turret has some role in the game.

 

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At first I thought this was like some ultra-powerful upgrade for Striker, because that is all anyone seems to use it for. Thought it was some special event tank, a terminator turret miniaturised to test players, but no its just kinda bs.

Don't know what the developers were thinking with this one. The "main cannon" is 30% more powerful than thunder with barely an addition to the reload time. Why does this even need a secondary fire mode, let alone one so powerful, no other tank has such a mode, they just have a special ability related to their ammunition type.

I've read that people say that the secondary fire mode is hard to aim at moving targets, which is fine on modes where you never stay in one place, so only Rugby, CTF, Juggernaut, Siege, Assault, or control points may now entirely be decided by how many scorpions you have on your team

Balance seems to have been forgotten here, and this fills no skills gap or solves no problems that i can see. If you wanted to eliminate campers (a legitimate play style that requires skill on its own and can readily be overcome), the secondary mode begs to be used in a camping style, with no direct line of sight needed to offer a counter to the opponent. I am curious to how the number of thunder and striker players is affected once this hits the garage, really not impressed by this.

If you must have included this, why not make it a Striker upgrade, the cannon is just a thunder rip off so i'd lose that. Having it as a Striker upgrade would be better as it would just be a super powerful salvo, with a long reload and a single fire unguided rocket like you can fire from most striker modes right now. That would be more balanced, probably quite boring but it should be for this power. 

I really don't want matches to become scorpion shooting galleries, but i get the feeling that everyone will want a piece of this when it hits the garage. Tesla was a powerful, but limited addition, i just think they went too far with this one.

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On 10/4/2022 at 1:25 AM, cybernite said:

Weel

Ya, true it is funny seeing alot using this turret, but I think it is just a trend for a while; like tesla was last year. I am starting to see it used less with in the last week.

Another thing in a siege game, it is sort of useful, but if there is lots of melee (freeze..etc) enemy; it just makes sense to goto tesla. The point of this turret is to

wipe out snipers and I think it is best at that. 

Like some think magnum ruins the game; but every turret has some role in the game.

 

Why is easily wiping out snipers necessary, snipers and camping are valid play styles that just require players to find and then outmaneuver the tank. there are few maps that do not provide ways to get around snipers, either via cover or back doors/ramps. Furthermore, many scorpion users i have seen simply hide behind cover as well and let the homing function do the work. which is an inconvenience to everyone. Snipers at least have to contend with cover

 

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They could have buffed ML HUNTER aug with this Scorpion SWARM; missile pods point upwards and fire away. Cause if you have Striker Ap..etc; ml hunter

becomes redundant (has no status) but the fast aim lock.

As for wiping out snipers; well thats what they say in the text about this turret and seen it on the battlefield.

I do sort of like Scorpion and glad they made it. But like thiboi said... just add as an augment for striker, could have done that.

 

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