Mindboggling Scorpion weapon accuracy...not

Among many ridiculous design decisions of EDO the super low quality Scorpion SRV weapon's accuracy and effectiveness must rank near or at #1.

You go up against a bunch of skavs who can take your ships shields down to zero with ease, yet:
  • Your Scorpion's rockets appear to have no effect on them
  • The "surge repeater" fires everywhere but at where you have it aimed. Eventually, if you're lucky before the power runs out, it might eventually hit them because someone decided that weapons work like this. They don't.
What year are we in?
What level of military technology is this, that's neither accurate or effective?

What's the point? You consistently drop a ridiculous number of skavs (I just did a settlement power up where it was 1 vs 14 skavs) on a solo player doing a settlement mission, and then nerf a key tool for them to fight back. Sure, you can hop in your ship and dumbfire them to death (which I did), or even just squash them with the ship (which I also did, out of boredom), but why why why did you produce an attack SRV that's so weak? Even the shields and armour are tissue thin.

It's more effective to just run the skavs over with it than shoot them, that's how useless it is.
That's not how real military vehicles work now, and I doubt they will in the far future.

Why not just take the weapon's off altogether and make it a dune buggy?
 
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You may not be aware - but you can actually get out of the SRV in Odyssey and take the scavs out on foot! Much more fun (y)

(And they explained about the Scorp last year - I would point you to the dev diary but fdev have a new policy this year of hiding them :( )
 
The missiles are very effective, but their ammo is very limited. I'm actually using the "combat" Scorpion SRV for farming Guardian sites, crashed ship sites and Davs Hope, because of it's much nicer driving model. For actual combat I'm still using the Scarab with it's precise dual plasma at 400+m.
 
Even skimmers pop faster when shot with the Scarab, Goliaths ok, but I avoid fighting those and ships from the ground completely in the first place. And if I have to fight a Goliath I'm far more effective on foot with the Executioner while having missile cover from my ship's point defense.
 
The missiles are very effective, but their ammo is very limited. I'm actually using the "combat" Scorpion SRV for farming Guardian sites, crashed ship sites and Davs Hope, because of it's much nicer driving model. For actual combat I'm still using the Scarab with it's precise dual plasma at 400+m.

It's total rubbish they produce an armoured SRV with missiles and a heavy repeater, but you can't use it against skavs "because".
 
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Its pretty clear that the Scorpion is a big dud. The design mistakes were in the weapons. In order to keep the on foot mini-game balanced the OP weapons had to be nerfed in some manner. The result is, of course, this ridiculously inaccurate aiming mechanism that has lots of noise with little effectiveness. Really stupid. The Scorpion would have been a hit if it had the exact same weaponry as the Scarab (and also the same radar as the Scarab) with the main difference between the two being the agility, speed, range, and armour. Players could use both SRVs for different terrains but use both outside the sphere of combat.
 
Among many ridiculous design decisions of EDO the super low quality Scorpion SRV weapon's accuracy and effectiveness must rank near or at #1.

Tho less ridiculous than this thread of yours.

Big weapons work best against big targets.
I've used Scorps in guardian sites. They work nicely against sentries
They also work nicely against Ship CAP over certain settlements and/or against big mean sentries like Goliaths

🤷‍♂️

What's the point?

The point is balance.
Scarab is very effective against grunts, but not so much against sentries and useless against ships
Scorpion is very effective against sentries including Goliaths, they''re effective against ships too, but less effective against grunts.

Edit: although both SRVs are good at carmageddoning grunts
 
OK, so I can see both sides but am mostly agreeing with those who think the Scorpion gun doesn't really make sense other than 'balance'. However, rather than just solely being mad at Frontier about it, what is the solution to not having the Scorpion be a scav gank buggy, or should it just be 'fixed' as such even if it pretty much nullifies all ground based onfoot combat? I mean, I agree with the "it's much easier to run the scavs over" point so to be fair it's not like the SRVs aren't already OP in that regard.

My first suggestion to fix running scavs over would be for them to be given the ability to boost up with their jetpack, it won't totally fix it but it could make for an interesting Elite take on Rocket League, using the boost to match theirs to whack them out of midair, so I would actually really be for that. However, that seems to be more of a longer term fix with a seemingly good amount of work that would be needed to implement the extra axis of movement for NPCs, though I think it's definitely something that would improve the onfoot combate overall in Odyssey, so I would hope that's on the drawing board already.

But still, what remains is how would you balance a highly accurate machine gun against onfoot opponents?
 
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Scorpion;
Surge Repeater, not very effective Vs on foot targets with access to cover. Better used Vs skimmers and personnel in the open, eg. At crash sites.

Missiles, very effective Vs unshielded targets again with the proviso that the target is in the open.

Scorpion, heavily armoured and shielded and can survive some time under fire from multiple scavs if discovered (unlike the Scarab) makes an excellent base from which to operate from while clearing out a settlement.

Dealing with targets on foot; I've dealt with settlements with 24-30 scavs alone.
Don't try and Rambo it. Take your time, select your targets and shift position.

Could the Surge Repeater be more accurate ? Of course, though it's largely irrelevant until NPC tanks show up.
 
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FWIW, there was an interview (with IIRC Tom Kewell) where he says that the Scorpion's gun was modified to act in this manner for game balancing reasons. They didn't want a commander to be able to one shot another commander, so the gun's accuracy increases the longer you fire it in order to give other commanders a chance to seek cover.
 
When it comes to incredibly dumb things released into the game, fdev are masters of the art.

I agree OP releasing a weapon platform with gimped accuracy is the pinnacle of fdev dumbness so far.

IF you do accept the ship speed limits in game (in space) and the visual range combat system (weapons having ranges up to 9km and missiles up to 6km) but you do not accept the Scorpion, i really question you (all these design decisions steam from gameplay/balance reasons)
 
I also find the Scarab much better for skimmers and NPCs.

I'm not against having some jitter, but its starting jitter is way too high, and by the time it spins up and loses some jitter, you've already been shooting into random locations for several seconds.

Ok, its meant for bigger targets, fine, although ships only really fit that category at the moment, but remove the spin up jitter rubbish and average out the jitter.
 
IF you do accept the ship speed limits in game (in space) and the visual range combat system (weapons having ranges up to 9km and missiles up to 6km) but you do not accept the Scorpion, i really question you (all these design decisions steam from gameplay/balance reasons)

Tho less ridiculous than this thread of yours.

Big weapons work best against big targets.
I've used Scorps in guardian sites. They work nicely against sentries
They also work nicely against Ship CAP over certain settlements and/or against big mean sentries like Goliaths

🤷‍♂️



The point is balance.
Scarab is very effective against grunts, but not so much against sentries and useless against ships
Scorpion is very effective against sentries including Goliaths, they''re effective against ships too, but less effective against grunts.

Edit: although both SRVs are good at carmageddoning grunts

There's some great white knighting you're doing there. Scorpion level. Keep it up.

Big weapons work best against big targets.

This just makes me roll my eyes even more. How could you even....lol.
It's not a "big weapon" it's like a 30 mm vehicle mounted cannon.
Check out some Ukrainian BMP 30mm footage of them tagging Russians to see how it's done in real life.
They prefer other vehicles, but they're not opposed to tagging troops with it either.
That's what you do with weapons like that.

The whole "we nerfed it because balance" is just simply bad systems design. Pure and simple.
Just because you like it doesn't make it good design. Weapons are weapons.
Who in their right mind makes a weapon that dances all over the place like that?

Rock steady is what it should be. Figure out some other way to balance it, but don't do ridiculous things like this.
(as if a ridiculous swarm of skavs wasn't enough to balance it already!)
 
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But still, what remains is how would you balance a highly accurate machine gun against onfoot opponents?
Range. The Scarab is a sniper that can take out grunts from half a kilometer away, before they even know what hit them, but if they manage to get to you unseen it's goodbye with the tiny shields. The Scorpion should be the short range brawler with the gun only hitting things 200m or less away. At that point sharpshooters will already be able to reach you and the others will be trying to get to you. You have the shields to tank that, but can still only mow down one opponent at a time, unless running a closely stacked group over.
 
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