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Scorpion. Early access.


Marcus
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The advantage of a buyer is that he can have fun of the unbalanced Scorpion but for non buyers, when they will make affordable for crystals, it will be nerfed....

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2 hours ago, Compasser said:

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)

With all these nerfs, have you thought of how it will feel to play it when Scorpion modules inevitably become more commonplace in the next few months?

 

2 hours ago, Compasser said:

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?)

Maybe you were using the Explosive Shells augment?

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1 hour ago, TheCongoSpider said:

With all these nerfs, have you thought of how it will feel to play it when Scorpion modules inevitably become more commonplace in the next few months?

I mainly have an issue with the "wall hack" bug and quick lock on. Other stats could stay the same pretty much.

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21 minutes ago, fghjkl54 said:

but i am still wondering how to know when the normal shot reload are done. beside sound indicator

There is also a visual indicator at the rear of the turret, but it´sa bit obfuscated by the reload bar and supplies indicators.

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My personal verdict for the augments so far:

  • Explosive shells -> Kinda makes the turret into a thunder that does 1300 @2.8s rate with splash, decent, salvo nerfs are pretty taxing for accuracy so only use it's arcades unless you are certain you can hit the enemy with slower rockets.
  • Explosive warheads -> No downsides, personally thing a reduction in arcade damage should be introduced. Splash on salvo is amazing when it hits, allows missing the target slightly to deal damage. Rockets can still be blocked by 'non HD' roof hitboxes, billboards, tall buildings etc, use with caution, rotate turret to assist the homing function to rotate around some structures by subtly changing trajectory.
  • Missile Launcher - "Wolfpack" -> Only good in long and open maps tbh that doesn't have many structures, occasionally gets blocked with ease. (Namely Stadium map which involves players going into the centre)
  • Adrenaline -> Extra damage, certainly beneficial for both arcade and salvo mode. (Unfortunately can not let players deal 3k damage at any instance without Booster or a better damage buffing drone, 2990 damage from regular arcades at most, crits will however be able to do so)
  • Drones to recommend for this:

Best drone for use: Camper drone, insane damage unlockable at max, with BD 3900 per arcade (4200 on crits), along with 1500 per rocket on salvo mode, totalling to a potential of 15K damage. Does have the limitation of needing max hp, but if camping well, it will not be an issue to maintain boosted supplies unless enemy team is overhauling yours.

Crisis? Certainly usable, cost effective if camping too to reduce switches needed. 1 shots unprotected mediums with Max damage arcade shots. Avoid combat against 2 or more enemies

Booster? Crits will break the 3k damage barrier for the arcades. For arcade use, ideally wants adrenaline to be paired with it to start dealing 3k damage+, 2926 at base so does need some, ideally would need to be around 60% hp to start breaking the 3k damage barrier. Though this is only for the arcades, as for the rocket salvo, 1100 damage per rocket, totalling to 11k damage for a full 10-rocket successful hit.

Which mode to use?

  • Arcade -> Any range, use as much of this as you can, especially during reloading the salvo mode.
  • Salvo -> When enemies are at least 70m+ and will not get closer/behind structures. Can be used as a deterrent to force enemies away from certain locations, relies on wanting allies that can force enemies out into the open and don't kill them to ensure salvo homes in to the destination. (The salvo will stop homing the moment the target dies, which can fully waste a lock-on

Is the turret broken? Compared to the early access of Tesla, no. Helios still considerably is far more suitable at all ranges. There is at least one exploitable bug with it, soon to be fixed hopefully before as soon as possible. 

Hulls to use for it?
Hornet, it's OD can give you a nice radar to help the team / locate next victim that peeks, my personal fav for it.
Wasp, small shape, easy hiding in places. Overdrive can be a very potent deterrent or a killer depending on how well and lucky you are with placement.
Hunter, decent shape for use, a nice overdrive for melee encounters and then allowing arcade clean-ups.
Viking, for it's OD, if you like an unga bunga overdrive arcade spam like magnum/thunder/smoky/striker vikings do. (I am not certain if activating viking od just before a salvo hit does increase it's damage, but if it does, would increase the strenght of the combo.
Titan/Mammoth, not recommended, does not offer an offensive increase aside being a part deterrent/defensive for most.
Ares, amazing OD that is very offensive, supportive and a great deterrent, decent controlling of hover.
Crusader, nice control, due to lightness of hull however, gotta be careful for recoil/impact etc. Great overdrive to pair with for more offensive alternatives, arcade, salvo and then the icicle, perfect combo for those who really like dealing such sort of chaos.
Hopper, Would not recommend this for salvo modes, but using the arcade mode and treating it like thunder/smoky will be ideal for it. Prone to flipping, which can be costly in games.
Dictator? Decent elevation gained, but due to the hulls unannounced weight reduction, wouldn't recommend it unless you like being tossed around. But can be used. OD provides good team support and a nice few supercharged shots. (Note salvo rockets do not crit)

Counters? Stay under cover where possible or behind buildings from the arc line to avoid salvos. You may be able to outmanoeuvre some rockets if fast enough. Titan OD is great against it, great damage reduction for now, but to use an OD to counter a turret, is not really how the game should work. Where possible get within 65m of the player if they are in the 'lock-on' mode and you're close enough to do so, moving towards the target may help dodge some rockets, do be wary of splash from explosive warheads.

Spoiler

Disclaimer, this is my personal review, only take it to face value, we are still in early access and there could be many changes to it for a while till it comes into garage.

 

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1 hour ago, Akame said:

Counters?

Magnum with crisis DD and smoke 'em

 

17 kills against scorpion so far and counting for no losses, though tesla with paladin has tagged me a couple of times. 

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9 hours ago, Akame said:

 

That's some hefty opinion, appreciate it.

Though the fact remains that the certain buff or current parameters will remain exclusive for the "Early access period"

When being introduced to the large player base, some substantial nerfs are expected, or it will be just like Tesla all over again.

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As yall that have played with it know. There is pretty much no way for you to know if he has locked onto you with his missles. The devs say that the missles travel slowly so u can just take cover behind obsticles. The problem with this is tho, that the missles come from above, so even if they do go slowly, you dont know there coming anyway, so hiding is usless. I have several ideas that would make it so that you atleast have a warning that you are going to be fired upon, so you have a fighting chance.

1. Is that the missles no-long come from above. However this would make it to simalar to striker, so it prob wont be implemented.

2. Is that a targetting symbol appears on the ground below the player being targetted, so that he knows that he is. the symbol would fallow the player where he went and would appear red, if he was able to find cover from the missles, the symbol would then change to blue to indicate he was now safe, and it would then dissapear.

3.  this idea would actully make gameplay more interesting. Instead of a marker being projected on the tank targeted. the scorpion user would be the one with a warning symbol on him. It would only appear to the person being targeted, or the people who would be affected by splash damage. This would make it so that the scorpion users position would be vulnerable during his time targeting a person, and make it so that the tank being targeted would know where he was, and try to kill him before he could send the missles.

 

Im adding this on. I watched jumpers vid of scorpion. And in my opinion the homing in time for the missles is way to short. (unless the vid was speed up ofcorse) Considering that it is relativly better then striker, I would say the length of the homing in time, should be equal or longer then strikers. There are so many more things I think should be nerfed, such as the ability to home in thru walls. But ill stick to this for now.

Edited by artc
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After a week of playing with scorpion, here is my feedback

Positives of scorpion:

  •  Lock retention and switch to camping targets
  • Lightning quick shots
  • Targets don't know until they are hit
  • Great to knockout large hulls

Negatives of scorpion:

  • Without crisis drone regular shot is ineffective (Even with crisis current state of Hammer has a better chance)
    • With any other drone type  other turrets outperform this
  • Easily miss target if its moving as the turret rotation speed is low
  • If target knows about rockets, its very easy to get rid of them
  • Argument <WOLFPACK> is  useless , explosive shell / warheads are much better at tracking/hitting targets

Improvements:

  • Horizontal warhead launcher  argument help  in close range matches as it is use less in small maps
  • Reducing lock retention time or let only switch one or two turrets but not entire target set
  • Argument <WOLFPACK> need more accuracy, as the warheads has high speed a moving target makes it worthless
  • High velocity shells impacts are hard to see sometimes, a good effect might help improve it

Response for others feedback

  • Most of them complaining about shell shorts with crisis are too powerful, but its the state where no one has protection module. When it became normal that everyone use vulture module, perspective of its effectiveness will change.
  • Tesla is more powerful  than this one in release phase.

tldr;  A well balanced accuracy turret with its highs and lows like others.

 

 

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I am seeing more and more scorpions in battle as the days pass, and clearly saw the retention lock being used on campers or Juggs.

Didn't face a scorpion on the opposite, so can't really comprehend the 1v1 situation, but I can exaggerate on how powerful it is by seeing its mechanism.

Most players use it with either camper or crisis, and thus the shots from a distance to the enemy base reach with extreme high damage, killing nearly all the opponents nearby  (could be due to the new augment).

It's highly effective in your ally team, as it can wipe out the campers and help you cap a full flag, but again, it is frustrating to handle on the enemy team, as I was watching reviews of many and seeing 2-3 videos to gather some info on my own.

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I like it. Scorpion is almost like a baby brother to Terminator. I stay on the edge of the map as I would be useless against melee/medium-range turrets. It works really well as a Juggernaut hunter for a noob like me - and that seems to be its purpose as you can lock on to the Jugg while hidden, but he cannot lock on to you. On small maps or wide shallow maps, this turret would be like pole fighting in a phone booth. 

But as Cruel_Beast said, it's really average without Crisis or Booster. It's only buff because not many have protection against it. But hiding behind a building or under a bridge or ducking deep into a tunnel is defense enough.

I agree that it's more balanced than when Tesla or the "no-penalty Incendiary Band" for Vulcan first came out.

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15 hours ago, artc said:

scorpion needs to be nerfed? 

It's very buffed now, specially with those augments. The damage as well as long retention lock-on capacity.

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5 minutes ago, cruel_beast said:

Seeing some  fixes being made to scorpion, No longer switch to different turret after lock acquired, seeing some shell damage reduced.

Can you send some pics?

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