Patch the Scorpion Aim, Players aren't amazed with the combat performance

I think you need to rework the Scorpions Aim as it is not working on ground combat really well and the Scarab has better performance when it comes to combat than it. Yes it has better sound effects but when you say it is a combat Vehicle it needs to have a better performance than Scarab.
 
Didn't the patch notes say the longer you fire the more accurate and faster it fires? So unlike regular weapons where short bursts are best, long continuous fire should make a difference, that's why you have a gunner.
 
So at this point you only really take the Scorpion out when there's a Goliath or ship to kill. That's a very limited use case for an otherwise fun vehicle. As long as you have two-legged targets it's back to the Scarab.
 
So at this point you only really take the Scorpion out when there's a Goliath or ship to kill. That's a very limited use case for an otherwise fun vehicle. As long as you have two-legged targets it's back to the Scarab.

Probably intended then, they don't want the Scorpion used as a "mow down the opponents in a jiffy" type weapon, useful against enemy vehicles and ships, not as useful against men in suits so you still need a full complement of crew in a fight, vehicles, legs on the ground and ships in the air.
 
Probably intended then, they don't want the Scorpion used as a "mow down the opponents in a jiffy" type weapon, useful against enemy vehicles and ships, not as useful against men in suits so you still need a full complement of crew in a fight, vehicles, legs on the ground and ships in the air.
It’s intended, but that jitter is simply set too high. Combat vehicle which can reliably hit only big targets (on short distances) is almost completely useless for regular play and that’s a shame because that new srv in fact is fun and well thought (except that high jitter). It’s balanced already with its weight and driving model. I have read someone opinion that could be better go opposite way and its go from no jitter to less accurate shooting when canon get hot with higher firing frequency…
 
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Probably intended then, they don't want the Scorpion used as a "mow down the opponents in a jiffy" type weapon, useful against enemy vehicles and ships, not as useful against men in suits so you still need a full complement of crew in a fight, vehicles, legs on the ground and ships in the air.
It can be balanced in other ways. Make the cannon run so hot and power hungry, that it can only do short bursts before needing recovery. Still potent against single targets, requiring evasion when being zerged.
It’s intended, but that jitter is simply set too high. Combat vehicle which can reliably hit only big targets (on short distances) is almost completely useless for regular play and that’s a shame because that new srv in fact is fun and well thought (except that high jitter). It’s balanced already with its weight and driving model. I have read someone opinion that could be better go opposite way and its go from no jitter to less accurate shooting when canon get hot with higher firing frequency…
That's a good idea too.
 
Oh sure I suppose there are a number of ways to change it to better suite what individual players want, this is the way FDEV has decided to go for now, they are still seeking feedback, but at a guess I would say if the changes allowed players to just sit on a hill near the base and mow down any other players and NPC's on foot in the base, that's never going to happen!
 
Oh sure I suppose there are a number of ways to change it to better suite what individual players want, this is the way FDEV has decided to go for now, they are still seeking feedback, but at a guess I would say if the changes allowed players to just sit on a hill near the base and mow down any other players and NPC's on foot in the base, that's never going to happen!
You can already do that with the regular SRV. Why shouldn’t you be able to do it with this one?
 
You can already do that with the regular SRV. Why shouldn’t you be able to do it with this one?
Because this one has the ability to tank it out. The Scarab can be driven off fairly easily, particularly by a couple of snipers. But giving the Scorpion cannon jitter to make it extremely cumbersome vs ~90% of the ground content is not the way.
 
You can already do that with the regular SRV. Why shouldn’t you be able to do it with this one?

Because you can't effectively drive and shoot at the same time. If players organise and start targeting the scarab as already mentioned with sniper fire and possibly RPG the driver, who is also the gunner, can't effectively continue to target players on foot and drive at the same time, but the Scorpion with a driver and a gunner would be able to evade attack and continue to effectively rain death on the on foot players. There's a method to counter a Scarab attack, but that doesn't work with a two player Scorpion so something else was needed to reduce its effectiveness against ground troops. In this case FDEV have gone with jitter....some people aren't happy with that but it needs some sort of counter to its effectiveness against ground troops.
 
High jitter is just a frustating gameplay mechanic and not fun. FDev are at least being consistent with their design decisions {sigh}.

It's a shame as the Scorpion handles well, sounds good and offers different gameplay options... until you swtich to the gunner position, miss easy shots and run out of missiles which you can't replenish.

Hopefully it will get tweaked in a forthcoming patch/hotfix to make it a little more skill based and less reliant on the RNG gods to hit the target. Until then just park your Scorpion in front of your Scarab to absorb the incoming sniper fire and shoot them with the Scarab 😜
 
Because you can't effectively drive and shoot at the same time.
I can quite smoothly drive and jump around settlement while using turret ... this was crtically needed to learn for Scarab (because of its fragile nature :) ) and works for me well enough. Scorpion limitation is clearly given with its weight and much worse ability (compared to scarab) to deal with obstacles. In settlements it IS making huge difference. Another factor coming into combat performance is speed difference between Scarab and Scorpion. Scorpion is much easier to hit, and in settlement terrain on longer distances atm Scorpion have absolutely ZERO chance to deal with player opponent. There are only rockets potencial danger, but even those can be dealt with due much better on-foot mobility. In regard to NPCs ... atm is much more fun use of Scarab, seriously, if I cannot hit target on 1/3 distance, then it really is not fun ...

For now I will use Scorpion as antiskimmer support and sturdy transport for bring my mate into combat ... but for fighting (itself), I will return to Scarab .. Im more of sniper type, as to close combat.
 
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Because you can't effectively drive and shoot at the same time. If players organise and start targeting the scarab as already mentioned with sniper fire and possibly RPG the driver, who is also the gunner, can't effectively continue to target players on foot and drive at the same time, but the Scorpion with a driver and a gunner would be able to evade attack and continue to effectively rain death on the on foot players. There's a method to counter a Scarab attack, but that doesn't work with a two player Scorpion so something else was needed to reduce its effectiveness against ground troops. In this case FDEV have gone with jitter....some people aren't happy with that but it needs some sort of counter to its effectiveness against ground troops.
We’re balancing this around hypothetical PVP scenarios? That’s going to be like one thousandth of a percent of the use cases.
 
But it would not be balanced if it can act like a sniper mowing down any grunt in a couple of shots.
You can already mow down the AI with dumbfires from ships, as well as the dumbfire on the Scorpion. The Scorpion is also not that tanky and can still be killed fairly trivially by higher end sharpshooters and enforcers, nor can it really do any significant damage to ships. It's OK at dealing with skimmers but you can kill those with a single shotgun blast anyway. It will never have any non-RP viability as a PvP vehicle. It's also not actually that high damage against high-ranked soldiers, still needing a bit of ToT at point blank to get kills.

Balance is very important, but the spread on this already-not-great weapon on this buggy-of-dubious-utility is a bit excessive, and results in it feeling less fun than it could. The way Deep Rock Galactic handles miniguns is to narrow the spread to a fine point progressively as the gun fires, that could've been a fair solution, meaning any hypothetical player would have some advance warning before the stream focused.

(Also Elite's combat in actually competitive terms is horrifically unbalanced already, it'd be nice if they put some effort into fixing balance where it mattered instead of making the new RP car toy feel underwhelms.)
 
As per my post here the Scorpion gun-system as it stands per now will -never- allow a first-round-hit.

The amount of rounds required to take down a person-sized target at 50-70, let alone 100 meters (which is where I prefer to start my engagements and then close in) is flabberghasting. Chances are, even if you close in to sub-50 meters, you're still going to run into the heat-block even with 4 pips in weapons before you've successfully taken down your target.

I really, really hope this gets adjusted. Surely, while the current state of the weapon is fine for shooting down vultures and whatnot, that cannot have been the only intended use-case, can it?
 
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