The Scorpion, first impressions.

Needs much less spread. The repeater is useless for the first 5 seconds of firing wasting ammo. Its really fun but imo the scarab is more useful because its weapon can actually hit its target without wasting a disgusting ammount of ammunition
 
My experience has been different: I purchased a planetary hangar on a ship and put a Scorpion in it, moved back to my FC and stored the planetary hangar because the SRV wasn't needed on that ship.
I changed ship to the one where I will need the Scorpion, and went to install the planetary hangar but a problem arose: I had three planetary hangars stored, and no way to tell which one had the Scorpion, so I had to go by trial and error.
In the end I found the one with the Scorpion (the other two had the Scarab, obviously).
In short, when I stored the module with the Scorpion, it retained it, but if you have multiple hangars in store, you cannot tell which SRV they carry.

Are you sure you did not have more than one stored hangar, just to he sure?

I haven't tried with logging out and back, so I don't know whether logging out resets the hangar to a default Scarab
I made sure that there was only one hangar available other than the one I had installed. So, theoretically, switching between the two would always result in the other one being installed but both just have a scarab. My exact sequence was as follows:
  1. Replace scarab with scorpion at an orbital.
  2. Travel to my FC.
  3. Unequip my PVH.
  4. Attempt to re-equip and notice that both 2G PVHs looked identical (just as you did...this needs to be fixed).
  5. Install one of the PVHs and notice that it had the scarab.
  6. Chuckle to myself for the 50/50 odds going against me.
  7. Attempt to replace the scarab PVH with the only other PVH on my carrier which must, now, contain the scorpion.
  8. Notice with chagrin that this PVH also contains a scarab and there doesn't seem to be a way to equip a scorpion.
  9. Repeat 7 and 8 a few times hoping, in vain, for a different result (the definition of insanity, I know).
  10. Switch to another ship and equip the lone 2G PVH and confirm that the scorpion is truly just gone.
Did you do this on an FC? I wonder if that makes a difference. More testing needed, I guess.

Edit: OK, so I decided to test this further by installing both PVH in my ship and, amazingly, even though they both had scarabs when installed on two different ships, one of them ended up having a scorpion in it. So, to test further, I repeated my process above and ended up with a situation where I, once again, could only load the scarab and, once again, then installed both PVHs in the same ship and the scorp was back. So still something very odd going on but at least the scorp isn't gone.

Edit 2: Tested this some more and managed to get it to the point where replacing the module always resulted in the scorp being loaded instead of the scarab but, again, was able to get the scarab back by loading both PVH on the same ship. So I think it is just getting confused when swapping two of the same PVH and it either doesn't actually swap or it does but loads the vehicle from the old PVH. Regardless, there is a (less than optimal) workaround.
 
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  • there doesn't seem to be any specific gameplay around it, it's just a new toy and probably more fun when playing in multicrew.
I think probably its biggest issue right now.
Needs NPC SRV drivers in conflict zones etc.

Any suggestions for missions that might be fun to take on?
 
Let's hope we'll see soon some npc driven SRV's, e need something NEW to do with that new toy... and driving it inside tight settlement Combat zones might not be the best idea.
 
I made sure that there was only one hangar available other than the one I had installed. So, theoretically, switching between the two would always result in the other one being installed but both just have a scarab. My exact sequence was as follows:
  1. Replace scarab with scorpion at an orbital.
  2. Travel to my FC.
  3. Unequip my PVH.
  4. Attempt to re-equip and notice that both 2G PVHs looked identical (just as you did...this needs to be fixed).
  5. Install one of the PVHs and notice that it had the scarab.
  6. Chuckle to myself for the 50/50 odds going against me.
  7. Attempt to replace the scarab PVH with the only other PVH on my carrier which must, now, contain the scorpion.
  8. Notice with chagrin that this PVH also contains a scarab and there doesn't seem to be a way to equip a scorpion.
  9. Repeat 7 and 8 a few times hoping, in vain, for a different result (the definition of insanity, I know).
  10. Switch to another ship and equip the lone 2G PVH and confirm that the scorpion is truly just gone.
Did you do this on an FC? I wonder if that makes a difference. More testing needed, I guess.

Edit: OK, so I decided to test this further by installing both PVH in my ship and, amazingly, even though they both had scarabs when installed on two different ships, one of them ended up having a scorpion in it. So, to test further, I repeated my process above and ended up with a situation where I, once again, could only load the scarab and, once again, then installed both PVHs in the same ship and the scorp was back. So still something very odd going on but at least the scorp isn't gone.
I did more testing, after having logged out and back in.
I am on a FC.
1. PVH Scorpion on the ship, PVH Scarab in storage
2. Added PVH Scarab to another empty slot: my ship shows the two different SRV
3. Stored both PVH
4. Installed a random PVH: it's the Scorpion
5. Replaced PVH with the other one; now I have the Scarab on board
6. Replaced PVH again: now the Scorpion is on board.
7. Stored PVH Scorpion and changed ship

At this point I have repeated the same different combinations as above with the same results: it looks like my Scorpion is still around.
I am not sure what could have happened to you. Perhaps a one off bug? Or maybe I have been lucky? 🤷‍♂️

In any case, just like with the fighter bays, not knowing what is where is a bit confusing.
 
Does the increased weight (30T vs 4T) effect the carrying ship's jump range, or is that number purely "cosmetic" as a means to explain the lower speed, etc.?

Because in fairness, whacking an extra 26T onto my Odyssey "mission runner" Courier will drop the jump range massively. (Basically the same as adding two heavy duty 0A shield boosters, slicing about 9-10ly off my jump range, and dragging my speed down by 100m/s!)
 
Does the increased weight (30T vs 4T) effect the carrying ship's jump range, or is that number purely "cosmetic" as a means to explain the lower speed, etc.?

Because in fairness, whacking an extra 26T onto my Odyssey "mission runner" Courier will drop the jump range massively. (Basically the same as adding two heavy duty 0A shield boosters, slicing about 9-10ly off my jump range, and dragging my speed down by 100m/s!)
It doesn't seem change the jump stats in outfitting. And when plotting a distant route (1500ly) neither the route nor number of jumps change. So seems cosmetic.
 
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Just bought one and took it to guardian ruins for more collecting.
I have to say its pretty solid. A beefy boy for sure. Now, the chain gun isn't for long distance shooting but it did well on my ventures.
Also it feels like it hugs the ground better than the scarab. The scarab bounces all over the place. This one is heavier.
 
I did more testing, after having logged out and back in.
I am on a FC.
1. PVH Scorpion on the ship, PVH Scarab in storage
2. Added PVH Scarab to another empty slot: my ship shows the two different SRV
3. Stored both PVH
4. Installed a random PVH: it's the Scorpion
5. Replaced PVH with the other one; now I have the Scarab on board
6. Replaced PVH again: now the Scorpion is on board.
7. Stored PVH Scorpion and changed ship

At this point I have repeated the same different combinations as above with the same results: it looks like my Scorpion is still around.
I am not sure what could have happened to you. Perhaps a one off bug? Or maybe I have been lucky? 🤷‍♂️

In any case, just like with the fighter bays, not knowing what is where is a bit confusing.
Interesting. I made a video. I am consistently able to confuse it to the point where it stops interchanging.

This really only matters in a situation like mine where I selected the wrong replacement PVH and so attempted to change again immediately and triggered the behavior. It could be mostly mitigated by adding an indicator as to what SRV is stored in the bay so we don't have to hope to equip the right one if we happen to have multiple stored bays to choose from.
 
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I think that's as it should be, although maybe it's a little TOO inaccurate right now.

The Scarab SRV, in turrent mode, can hit targets with pinpoint accuracy. It can trivially kill unshielded personnel from almost half a kilometer away. Until the rocket-wielding Enforcers were added, it was honestly a bit OP. The saving grace there is that the Scarab is fragile enough, and has loose enough handling, that you generally wouldn't bring it right up into a hostile settlement. You'd get stuck, swarmed, and destroyed. It seems like the Scorpion can absolutely do that though, being much more durable and with much tighter handling. The lack of pinpoint weapon accuracy is really its only downside.
I would prefer to add splash damage if jitter is a "must" to "balance" something.

Actually in real life tank mainguns should always enjoy better accuracy than pickup mounted machine guns.
A better idea to balance this new SRV should be via hangar size and price, not performance.
 
So on further playing, I have to agree that the accuracy needs to be improved, or splash damage as mentioned above. For a space age weapon the spread is hilariously bad. On a side note, whats not bad just hilarious is ramming NPC's and watching them go flying for a kilometer, much more effective than the gun right now
 
The repeater is either a bit too inaccurate to start with or too slow to dial it in. That could do with a little tweaking.

That aside I like how grippy and stable it handles despite the wimpy jump and how slow it is. The weight has other implications too, like you cause more damage and knockback when you crash into someone.

I think my favourite feature of the Scorpion is its jump range of around 70LY, which should be really useful if your ship gets destroyed while you're on the ground:
Scorpion SRV Jump Range.jpg

No, not really. The right-hand panel in the ship just gets bugged like than when you get back aboard with the SRV.

Ammo synth works on either weapon:
Scorpion ammo synth.jpg


Speaking of the Aculeus Launcher it has an, err... interesting side-effect on shields.
SPOILERS.jpg
 

Deleted member 182079

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I think probably its biggest issue right now.
Needs NPC SRV drivers in conflict zones etc.

Any suggestions for missions that might be fun to take on?
Think I mentioned it here or elsewhere earlier, but those more difficult ++++++sec Horizons SRV base scan missions might be a good spot for an acid test. See whether this thing can soak up incoming fire from half a dozen skimmers and ground turrets. Probably not what it was designed for (seeing how siloed everything seems to be with Elite's and particularly EDO's design) but maybe it'll shine there as there's more space to maneuver as opposed to EDO settlements which clearly weren't designed to be driven around in.
 

Deleted member 182079

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Here's my quick review

SCARAB
57.jpg


SCORPION
ZjKudF5.png


If I had to choose just one it would be a VERY easy choice.

zNJgMHj.png


But I'm glad lots of other people seem to have found an SRV they like.
I see those premium Scarab paintjobs are still not fixed. Maybe next year.
 
Think I mentioned it here or elsewhere earlier, but those more difficult ++++++sec Horizons SRV base scan missions might be a good spot for an acid test. See whether this thing can soak up incoming fire from half a dozen skimmers and ground turrets. Probably not what it was designed for (seeing how siloed everything seems to be with Elite's and particularly EDO's design) but maybe it'll shine there as there's more space to maneuver as opposed to EDO settlements which clearly weren't designed to be driven around in.
When tested against 4 skimmers and 20ish 3-bar infantry, it held up just fine for a pretty decent thirty-ish seconds until a shieldbreaker grenade showed up. We had to go hide for a few after that, but all in all it's a very sturdy piece of kit that enables a whole different level of in-your-face aggression than the paper-thin scarab can provide.
 
I have to agree with Alec...except in certain specific circumstances the Scorpion will not better the Scarab which is faster, more accurate and much more fun. Basically I do not need a mini tank. However if you are gonna have a pitched battle then go for the Scorpion.
 

Deleted member 182079

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When tested against 4 skimmers and 20ish 3-bar infantry, it held up just fine for a pretty decent thirty-ish seconds until a shieldbreaker grenade showed up. We had to go hide for a few after that, but all in all it's a very sturdy piece of kit that enables a whole different level of in-your-face aggression than the paper-thin scarab can provide.
I should've elaborated... I only had the chance to try a low CZ, and it was way too much of a cakewalk with the Scorpion (as in, apart from the worse accuracy of the main turret compared to the Scarab).I still don't think Odyssey settlements were made for SRVs (unlike Horizons ones) and apart from sniping from the edges as part of a team I don't find it as useful as just getting involved on foot.
 
[...] I don't find it as useful as just getting involved on foot.
Absolutely. On foot it takes me maybe 2 seconds to drop an enemy NPC in a CZ. With a Scorpion it looks closer to 10 seconds due to the weird mechanics and accuracy of the surge cannon.
 

Deleted member 182079

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Absolutely. On foot it takes me maybe 2 seconds to drop an enemy NPC in a CZ. With a Scorpion it looks closer to 10 seconds due to the weird mechanics and accuracy of the surge cannon.
Yeah that and I'm also worried that the crazy spread will hit allied troops. It was very fiddly to get around settlements and driving it on my own without any other players on site meant that the scoreboard progressed almost as if I didn't take part. Only once I switched to on-foot did that change.

I'm also trying to understand the rationale of how such a weapon would work the way it does, from a physics viewpoint - probably one best not too think too hard about it and settle for "gameplay reasons".
 
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