General Scorpion SRV Turret Issue

By watching the recent AX combat on the Scorpion, I was the n-th time convinced that the accuracy of the main gun is horrible.
We can't hit anything outside of 5 meter radius.

Scarab turret has the perfect accuracy, so what's the problem with providing at least the half of that accuracy with Scorpion?
FDevs, if you are worried about the balance, then just reduce the damage. But give us some chances to hit the enemy.

I really hope that the turret accuracy will be significantly buffed.
 
By watching the recent AX combat on the Scorpion, I was the n-th time convinced that the accuracy of the main gun is horrible.
We can't hit anything outside of 5 meter radius.

Scarab turret has the perfect accuracy, so what's the problem with providing at least the half of that accuracy with Scorpion?
FDevs, if you are worried about the balance, then just reduce the damage. But give us some chances to hit the enemy.

I really hope that the turret accuracy will be significantly buffed.

I thought the accuracy of the Scorpion weapon increased the longer you fired it and did way more damage, you want the accuracy of the scarab weapon and damage of the scorpion weapon? Not sure where the balance is here!
 
increased the longer you fired
The accuracy will be increased for a bit right at the end of the WEP capacitor. And only with 4 pips on it.
And still unusable.
accuracy of the scarab weapon and damage of the scorpion
Did you read what I wrote?

I said about improving the accuracy, and decreasing the damage if needed, for teh sake of the balance.
I put Scarab as the example of the 100% accuracy and even 50% of it for Scorpion would be ok.
 
I would guess the Scorpions gun was given that initial jitter as part of the 'combat triangle' (ships, SRVs & on-foot) to avoid having the Scorpion main gun being too useful for killing on-foot characters while remaining somewhat useful for attacking ships & larger skimmers.

I think the Scorpion could do with a better distributor though, that would allow it to upthrust for longer too.
 
Imo ground stuff in Odyssey is much better balanced as it is for ships part. Making Scorpion cannon more precise could easily break current balance. Personally I think that tweaking which Fdev already did to it was solid. Scorpion therefore still have strong and weak points and one need to adapt to it if want have good use from it.
 
and weak points
Accuracy is not the weak point but the senseless thing.
Scorpion turret has no accuracy and useless against the ground targets, and completely useless against the spaceships.
I can't believe that any QC will accept such a gun.
As I said before, I'd like to see at least the doubled accuracy, but reduced damage if anyone is care about the combat balance.
I mean, it's better to allow us to hit frequently and with low damage than 95% missing with a huge frustration.
 
Scorpion cannon's role is to dealt with flying guardians (drones etc.) and/or smaller targets on a short distance. This works really quite well. If one want to have more from it, then it is obviously a bad luck bcs FDev decided to have it as they saw it fits.
 
I would guess the Scorpions gun was given that initial jitter as part of the 'combat triangle' (ships, SRVs & on-foot) to avoid having the Scorpion main gun being too useful for killing on-foot characters while remaining somewhat useful for attacking ships & larger skimmers.
If my memory isn't completely wrong, it was explained pretty much that way by Tom Kewell on a Dev stream shortly after the Scorpion was introduced - avoiding it to be completely OP against on-foot CMDRs while having enough firepower to take on larger targets. My guess would be that Frontier didn't anticipate there would be such a big gap between releasing the Scorpion and introducing useful loops for it, i.e. Thargoid ground combat.
 
on-foot CMDRs
In the end, they'll have the modded suit and will do not care about the incoming damage from the Scorpion. Especially if there're a lot of covers.
This means in the combat between CMDR and SRV, I'll bet on the CMDR.

Also, please note that the rocket has the AoE and is locking on the target which means theoretically 100% accuracy, and FDevs arguments are becoming even more strange.
 
Well which is it? Is it effective against on foot targets or not? Obviously the argument isn't that weak, otherwise there wouldn't be so many complaints that the Scorpion is useless against on foot targets (CMDRs or NPCs).
 
against the Revenants
Just ride circles around them and they will not hurt.
They fire beams to the player's place and not follow (actively) if the player changes the position.
Their "missiles" are more like mines with the countdown, not guided or homing.
Revenants are just a swarm of low IQ bots. And the only good part in them is their hard shell.
In other aspects they are not a threat to the experienced CMDRs.
Imho.
 
Just ride circles around them and they will not hurt.
They fire beams to the player's place and not follow (actively) if the player changes the position.
Their "missiles" are more like mines with the countdown, not guided or homing.
Revenants are just a swarm of low IQ bots. And the only good part in them is their hard shell.
In other aspects they are not a threat to the experienced CMDRs.
Imho.
ah, so you have been a beta tester for them?
 
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