Jump to content
EN
Play

Forum

Scorpion. Early access.


Marcus
 Share

Recommended Posts

Tried Scorpion on the test server. Honestly, it's quite strong and pretty fun - but not something I'd spend thousands of dollars trying to get from those shady loot boxes aka UCs.

  • Agree 1

Share this post


Link to post
Share on other sites

1 hour ago, yuvraj007 said:

Buyers be like: It's our time to shine once again

That's a weird way of saying "it's time to get scammed again".

  • Haha 2

Share this post


Link to post
Share on other sites

14 hours ago, TheCongoSpider said:

The turret isn't that horrid on paper, but oh boy when you start adding extra damage enhancement on it via Crisis, y'know, the drone used by the target audience of this Early Access period. It becomes obnoxious if you do not have protection against it.

Speaking of; 
ezgif.com-gif-maker_2.gif

 

  • Like 2

Share this post


Link to post
Share on other sites

9 minutes ago, King.David said:

Very balanced. The only thing I would change is to decrease the reload for the normal shots. 

Gotta keep in mind that this is specifically with Crisis. A normal Scorpion with Brutus would not be one-shotting medium hulls. They would be able to counter with DA + repair kit and live significantly longer, as well as being able to use a protection module against it. That's pretty much the issue with Booster and Crisis, Booster less so now. They take an otherwise fine turret and intentionally make its damage output "overpowered". I will reserve judgement of the turret as it is now until it becomes available for crystals.

Right now we are seeing how it does against people with no protection modules, specifically with people using it with Crisis because that's who this Early Access period is for. They get a free damage barrier break with Crisis and no protection modules to stop them. They get to eat well for the new few months. 

  • Agree 1

Share this post


Link to post
Share on other sites

4 minutes ago, TheCongoSpider said:

Gotta keep in mind that this is specifically with Crisis. A normal Scorpion with Brutus would not be one-shotting medium hulls. They would be able to counter with DA + repair kit and live significantly longer, as well as being able to use a protection module against it. That's pretty much the issue with Booster and Crisis, Booster less so now. They take an otherwise fine turret and intentionally make its damage output "overpowered". I will reserve judgement of the turret as it is now until it becomes available for crystals.

Right now we are seeing how it does against people with no protection modules, specifically with people using it with Crisis because that's who this Early Access period is for. They get a free damage barrier break with Crisis and no protection modules to stop them. They get to eat well for the new few months. 

Lol I was being sarcastic. But yes you are correct. My main issue with Scorpion is the ability to lock on targets through obstacles, which, I'm positive would be removed eventually. That feature is very toxic.

  • Saw it 1
  • Agree 2

Share this post


Link to post
Share on other sites

5 minutes ago, King.David said:

Lol I was being sarcastic. But yes you are correct. My main issue with Scorpion is the ability to lock on targets through obstacles, which, I'm positive would be removed eventually. That feature is very toxic.

That and also the lock on duration is incredibly short, while the lock on  retention time too long. You can essentialy cruise through half a map and then decide to return to your "hidden" victim, to unleash the salvo.

I am not too surprised though. When the EMP salvo for Gauss was first released, it was in a similar OP ballpark, if not worse.

  • Saw it 1
  • Agree 1

Share this post


Link to post
Share on other sites

1 hour ago, King.David said:

Very balanced. The only thing I would change is to decrease the reload for the normal shots. 

and decrease the damage of rockets and increase the aiming time

Share this post


Link to post
Share on other sites

A static comparison for how far a tank will need to be to not get salvo'd. looks as though if you are within 60m at least, maybe up to 70m.

Spoiler

ezgif.com-gif-maker_4.gif

The ability to change locking on to a totally new target certainly must be a bug, which'll need to be fixed asap. As for dodging at far ranges, if you can get closer to a higher obstacle, you should be able to avoid damage. Taller and bigger hulls are more prone to taking damage.

Spoiler

ezgif.com-gif-maker_3.gif

Salvos cannot hit anyone that's close, so you won't have to worry about them if you're close to them, aside their strong arcades, so avoid line of sight. Also do use terrain as much as you can to your advantages. Some maps are terrible for this, some maps are crazy good for this

Spoiler

ezgif.com-gif-maker_5.gif

ezgif.com-gif-maker_6.gif

 

Edited by Akame
Additional Media included
  • Like 2
  • Thanks 3

Share this post


Link to post
Share on other sites

13 hours ago, Akame said:

, but I assume the ability to transfer locking onto a totally different enemy is a bug. Or an 'intended feature'.

Whichever it is they should let players know.

  • Agree 1

Share this post


Link to post
Share on other sites

7 minutes ago, LambSauce said:

I believe this is footage of the Wolfpack augment for Scorpion (at 1:30):

 

Good old spark. Hes one lucky dude man. Wish there were more salvo shots tho.

  • Like 1

Share this post


Link to post
Share on other sites

3 hours ago, LambSauce said:

I believe this is footage of the Wolfpack augment for Scorpion (at 1:30):

 

Yup, that is wolfpack, unfortunately as good as it looks, it isn't as practical in most maps due to lots of actual obstructions being in the way.

  • Thanks 1

Share this post


Link to post
Share on other sites

17 hours ago, RIDDLER_8 said:

Scorpion is the great talked weapon of 2022!

Except that it isn’t because no one even knew it existed until it showed up in the Arms Race mode in June.

  • Agree 1

Share this post


Link to post
Share on other sites

20 hours ago, Akame said:

The ability to change locking on to a totally new target certainly must be a bug, which'll need to be fixed asap. As for dodging at far ranges, if you can get closer to a higher obstacle, you should be able to avoid damage. Taller and bigger hulls are more prone to taking damage.

Yeah, it’s rlly big advantage.

Looking for someone and lock him for a while, target completely hidden juggernaut.

That’s how you kill juggernaut without moving from your base.

I noticed the bug and killed tens of juggernauts in that way 

I feel so sorry.

Edited by Mr.Spark
  • Like 1

Share this post


Link to post
Share on other sites

I test it myself for about 6 hours and to be honest, it is now powerful enough

the problem is that with crisis it can deal great damage (3380 with normal shots and 1300x10 with rockets), but with hyperion it is not that op(sometimes even can not kill any targets with rockets)

I have some suggestions 

1. reduce the normal damage from 1300 to 1150 so that with crisis it will deal 2990 rather than 3380. 3380 is way to much(slege hammer can not even have such damage)

2. make the projectile speed slower. For now it travels so fast that i can not even see the projectile(almost as fast as railgun i believe). 

3. Add a damage reduction towards the normal shots, make it reduce about 100-300 damage when it travels about 100-500 meters.(or, remain the 1300 damage unchanged, but will deal much less damage in longer range, which if combined with a rocket launcher that can only lock on targets that are nearby, could become a new augment make it a close range turret)

4. slightly enlarge the splash damage for rockets, and as a compensation, make an icon to warn the players that "you have been locked by the rockets!" (for now the rockets can not really be noticed before they almost reach u)

5. force the players to re-lock the target when the former target is lost so that players can not use the bug to lock a target first and then switch to another behind the wall

6. make the lock time longer, from about 2 seconds to 3 seconds, and the rockets reload time from 16 to 18 or 20 seconds, as a compensation, if the target is killed before the rockets reach him, the rockets will reload faster(i don't know if it is technically achievable)

 

All in all, i like this idea for this new turret.

And i believe there will be a lot of bugs that should be fixed (eg: yesterday i shot at my teammate once and i self destructed?)

Edited by Compasser
  • Like 1
  • Agree 1

Share this post


Link to post
Share on other sites

5 minutes ago, Compasser said:

force the players to re-lock the target when the former target is lost so that players can not use the bug to lock a target first and then switch to another behind the wall

This.

Also the lock retention time is way too long in my opinion.

  • Agree 1

Share this post


Link to post
Share on other sites

This topic is now closed to further replies.
 Share

×
×
  • Create New...