General Scorpion turret's main gun - problems and solutions. Again.

Everyone knows that SRV Scorpio is a failure in combat but excellent in driving. It's a good vehicle for exploration and exobiology.

The reason for Scorpion's failure is its turret:
It's extrelmely weak to be used as anti-spacecraft weapon against any ship.
Maingun is low damage, awful accuracy and no experimental effect to justify the cons.
Rocket launcher has a small ammo and no magic effect to fight the shields - no reverb or phasing.
Both guns have poor range. Ships are laughing from the skies.

In ground combat only the rocket launcher has some positive usage due to its autoaim mode.

Overall, the maingun is poor and useless . This makes Scarab the better ground combat SRV with its absolute accuracy.
The mechanics of the "gaining accuracy through the barrels spin" is pointless. The gun will get an "ok-ok" accuracy once the WEP cap is almost empty.
Have you ever seen a single automatic gun which is gaining accuracy during fire instead of losing it?

Here's my suggestion of how to fix the main gun:

Just make the gun's jitter to raise from 0 to (jitter angle with fully spinned barrels), instead of from "totally inaccurate" to (jitter angle with fully spinned barrels).
This solution is pretty balanced - we'll get the best accuracy against humanoids and vehicles but slow fire rate or lower accuracy and the fastest fire rate.


It's easy.

Thank you!
 
That's a strange way to spell "boring" and "has an incredibly low skill ceiling".
I disagree.
Scarab is skidding too easy and its top speed is more pain than advantage.
Unfortunately, we do not have autobahns in ED on every planet.
Also, we do not discuss this attribute of Scorpio here.
Thank you.
 
The unfortunate truth of the Scorpion is that it's designed to be bad in combat vs human sized targets so that people are encouraged to fight on foot. It's designed so that it discourages ships from hanging around in the area but it's not an AA platform. This gives you a combat platform that sucks by design because the goal was a combat platform that doesn't perform better than their core gameplay loops ships and suits.

Your suggestion improves it but I suspect it won't be taken up because they haven't released the SRV focussed expansion yet with modifications and engineering. They don't appear to want to overshadow their poster children.
 
The unfortunate truth of the Scorpion is that it's designed to be bad in combat vs human sized targets so that people are encouraged to fight on foot.
If FDev afraid to overpower SRV they can balance it in other way.

1. Add the reticle swaying with target in lock but give the SRV guns the absolute accuracy. For Scorpio and Scarab too and future SRVs.
We have the same behavior on ships with turreted or gimballed guns.

or

2. Reduce the damage. DPS will be reduced too.

or

3. Faster WEP cap drain to make the bursts shorter.

I believe there a lot of ways to balance the gun instead of silly accuracy/jitter pattern.
 
I believe there a lot of ways to balance the gun instead of silly accuracy/jitter pattern.
Sure it's just they'll feel bad and forced like the current method does. I'd suggest just increasing the max ammo by 10x and ramping up the accuracy faster. I'd like twice as fast but noticably faster than it currently does. It'll feel better and you won't feel as bad losing rounds to the æther while it spools because you've got more.
 
Back
Top Bottom