Mindboggling Scorpion weapon accuracy...not

I do understand the thinking behind the Scorpion blaster (Tom explaining it in the video) but I'd like to see the cone of fire narrowed and convergence work a bit better. i.e. less scatter at first and more accurate once you've reached optimum convergence.

I rarely use the Scorpion in ground missions, it's just way to inaccurate even at medium close ranges for it to be a reliable weapon platform. I've engaged dropships with it but even there it's not powerful enough to take the ship down and there doesn't seem to be a point at which the AI pilot decides to abandon the drop and retreat which would be a worthwhile mechanic (or perhaps there is and i've not managed to trigger it).

I like the aesthetic, the way it drives, it's torque and ability to hill climb but as a weapon platform it's flawed. Some minor tweaking to scatter and convergence would bring into the right area of being useful and suited for it's purpose without being OP (IMO).
 
I want to chime in as well.

I've seen the dev interview and I know why Frontier designed the Scorpion the way they did. Let me just state for the record that I absolutely, completely, wholeheartedly disagree.

I'd love to know how the majority of players thinks about this. Is "ship = SRV = person" really the favorite?
I'm firmly in the "ship > SRV > person" camp. There's always indestructible buildings to use as cover.
Fully agree. We have settlement turrets to deal with ships, so that they can't completely nuke the place. I'd have no problem with those turrets being even one size class higher that huge ship mounts, but they should at least be equal to engineered huge ship mounts.
 
Fully agree. We have settlement turrets to deal with ships, so that they can't completely nuke the place. I'd have no problem with those turrets being even one size class higher that huge ship mounts, but they should at least be equal to engineered huge ship mounts.
A more "realistic" balance of power would even give players more reasons to use all three different types of combat.

Imagine a mission that maybe starts with some ship vs ship fight, then you have to land outside the strong AA's range of fire, approach the settlement by SRV and finally you'll have to storm a command building where the last defenders have barricaded themselves.

That sounds a bit more interesting to me than simply doing it all on foot because you're strong enough anyway. Then again, we still have the Scarab, that absolutely murders ground troops anyway. 🤷‍♂️
 
That is basically how I approach assault missions, especially if the base has been tipped off, minus the ship combat though. Military settlements would have that, but they get endless reinforcements, so ship combat is kinda pointless.
 
Another opportunity to solve a problem the "FDev way": simply make the Scarab's weapon equal crap. Just nerf the turret mode accuracy to what the non-turret mode offers: myopic targeting, constantly pointing below or besides of it, never hitting. This would make the Scorpion shine again, because it eventually hits something. Why make only one vehicle useless if you can have a second one, too?
Do it only for Odyssey in order to highlight how much better and more balanced the game-play is in the DLC.

Only positive things here, I wonder why it isn't done so already :unsure:.

EDIT: I know, I know... there is no problem here, nothing to see, anyway. It's just a joke, relax.
 
The missiles are great.

The scorpion gun is trash.

Rather have the scorpion gun launch a sniper plasma bolt, or even the equivalent of the plasma assault rifle instead of the hot mess it is now.

Seriously, gain accuracy after sustained fire? Stupid.
 
I always had the feeling that the Scorpion was designed to take out other live players with Scorpions in some ED version of Capture the Flag or Roadrace 2000. The problem is that Frontier forgot to add the flag. Maybe planetary surface combat zones taking a side with other NPC Scorpions would make it interesting. With no engineering it would be about skill so add it to CQC.
 
Perhaps, but the CZs already feel like your Cmdr is playing an arcade game.
Dealing with scavs or infiltrating a settlement you have to figure out actual tactical positions.
Not run from random checkpoint to random checkpoint.
 
They need, at a minimum, to tweek that freaking scatter cone and convergence. I'd suggest at least some level of "it tightens up when hot because it gets so dang hot. It's built loose to allow that heat to not break things" type of mechanic. Then have it get warmed up and stay hot a bit. While it's hot it's still fires a tight cone. Once you have been off the trigger a few seconds, the cone begins to expand a bit but you don't start at square one each time on the trigger. If you are off the trigger for a more than 30 or 40 seconds then you start back over.

I really hate the mechanic as it stands now but I love the missiles.
 
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