It has been years since scouts And rockets have been remotely viable in activities in destiny and yet they have been forgotten and shoved to the side. One of my biggest problems is how little damage 150 and 180 scouts do in pve. It feels like they tickle minors in most activities while faster scouts kill with no issue. In pvp scouts don’t really have the forgiveness required to be viable on all these small maps, especially against the very easy guns like 600 autos that will outrange them in most engagements. Polaris Lance is one example of a scout that has so much potential but is shafted with its incredibly low damage compared to hand cannons and autos in pve. Rockets have also been forgotten after the nerf to cluster and reload. The biggest issues in my opinion definitely would be the mag size and perk pool for rockets. Rockets already have competition in the form of GLs so there is no need for 1 in the mag, it needs to be increased to 2 or 3. Furthermore, the perk pool is too small with too many redundant perks like moving target, Genesis and sheid disorient. What happened to grenades and horseshoes? Tripod?
It just makes me upset to see scouts And rockets that have been useless for 3 years just to be kicked to the side (Oxygen for example) and I hope we can see a buff by fall at least.
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It needs to be 2 in chamber but that would also lead to ward cliff being broken AF.
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If rockets got a buff, oh gosh that would be terrifying They already do massive damage with Argent Ordnance And I would support scout rifles being buffed in PvP, if it wasn’t that I’ve experienced a scout meta, and it’s not fun.
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Bows also need a buff. Even the good bows are bad... cause they are bows.
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Scouts had their season already, this season is autos sidearms swords and grenade launchers.
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[quote]It has been years since scouts And rockets have been remotely viable in activities in destiny and yet they have been forgotten and shoved to the side. One of my biggest problems is how little damage 150 and 180 scouts do in pve. It feels like they tickle minors in most activities while faster scouts kill with no issue. In pvp scouts don’t really have the forgiveness required to be viable on all these small maps, especially against the very easy guns like 600 autos that will outrange them in most engagements. Polaris Lance is one example of a scout that has so much potential but is shafted with its incredibly low damage compared to hand cannons and autos in pve. Rockets have also been forgotten after the nerf to cluster and reload. The biggest issues in my opinion definitely would be the mag size and perk pool for rockets. Rockets already have competition in the form of GLs so there is no need for 1 in the mag, it needs to be increased to 2 or 3. Furthermore, the perk pool is too small with too many redundant perks like moving target, Genesis and sheid disorient. What happened to grenades and horseshoes? Tripod? It just makes me upset to see scouts And rockets that have been useless for 3 years just to be kicked to the side (Oxygen for example) and I hope we can see a buff by fall at least.[/quote] As someone that does free trials carries, my load out is mida+mini and I switch to truth on heavy rounds. I can do over 30 carries a day and I’m telling you that scouts and rockets don’t need buffed. And if we are going to reflect on pve, scouts and rockets will always be inefficient to the highest degree even with damage buffs.
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600 rpm autos shouldn't be shredding at scout rifle ranges
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At least in Crucible Scout rifle damage isn't the issue. It's sniper rifles consistently outperforming them at range.
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All Scouts need some more damage in PvE but only 180s need a buff in PvP. Rockets need a PvE damage bump (25% at minimum) and for lower blast radius archetypes to hold two in the tube.
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Edited by zombdestroyer: 6/26/2020 12:56:27 AMScouts have been pretty terrible outside a couple extremely specific circumstances since Y1. They really just need to revert to D1 damage values (3 headshot kills in crucible, OHK most red bars for high impact scouts) Rockets just need 2 or 3 in the mag like Truth or D1 rockets, they’ve really been terrible since auto reload was removed.
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No. What we need are bigger maps. The big moon and Mars map from D1 were perfect because it had long lines of site, and it had plenty of cover and close quarter indoor areas. Everything was used on those maps from shotguns to snipers.
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Scouts need a better feel not more damage in PvP - scout meta is in no way enjoyable. But for PvE definitely; they are way too underused and neglected.
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Just need bigger maps. The CQC crap is getting annoying
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Scout rifles just need to be removed. Auto rifles need a hold button to do single shots. That’s what the gun is in real life. Making 2 different weapons that are the exact same thing is why balancing is so hard.
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Ever since Scout Rifles where Nerfed just before Forsaken I have not used them as a mainstay and I see them as a F**king JOKE. Even in Crucible where it seems like Pu*"ys can't get a kill without teaming up 4 to 6 on 1. Personally anymore I only use Scout Rifles in Destiny: the Rise of Iron. At least there they are useful.
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No weapon matters as long as fellwinters lie can one tap a full health arcstrider.
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Scouts could use a buff for pve. Scouts do not need a buff in pvp. We've already seen that if scouts are strong in pvp, players just sit in their spawns, crouching with scout rifles. Not going there again.
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My budgie smuglers need a buff 😐
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The only thing Scout Rifles need is the damage drop off to be removed. In D1, they didn't have damage drop off. A Scout should be viable from medium to long range. Not short to medium range. And auto rifle need their range shortened considerably. They shouldn't be reaching clear across the maps. In any activity.
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Rockets need a buff If I fire a rocket into a cave/tunnel system in PvP [b]Every[/b] opponent in there should die! (It’s a god damn [b]rocket[/b]) Yet it seems more likely it’s a big foam torpedo & opponents can skip over/away with health
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Scout rifles were literally the meta like 2 seasons ago?
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Nerf Mida again everytime someone says this
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I agree 100%. The two exotic weapons that first came to mind when I read your post were The Jade Rabbit and the Two-Tailed Fox. The Jade Rabbit being a 150 rpm already has such poor damage that you will likely NEVER see anyone using it outside momentum control, and it's exotic perk is basically just Headseeker but just a [i]little[/i] bit better. Scout Rifles with an rpm of 150 should be compensated for the need for better accuracy with damage [b]at least[/b] equivalent to 110 rpm hand cannons, and The Jade Rabbit should either get a complete rework or a very significant buff to the extra damage granted by it's exotic perk. Rocket launchers need to find their sweet-spot between high single target damage and AoE enemy clearing. Any grenade launcher you pick up will outperform rocket launchers in both of these categories, rendering pretty much all the rocket launchers useless. There really needs to be different frames of rocket launchers specified for either clearing large groups of enemies or downing big targets. The Two-Tailed Fox is such an awesome idea for an exotic but I just can't find an excuse to use it other than how great it looks. It fires [b]TWO[/b] rockets but only does maybe [b]33%[/b] more damage than any Bad Omens you can pick up in a minute from the Drifter. Oh, and it has a max of 6 rockets with double reserves on while most rocket launchers can carry 8. All exotic rocket launchers need more reserves and more damage. Scouts and rocket launchers were some of my favorite weapons back in D1 and I'd absolutely love it if they got the buff they need either before or with Beyond Light. They don't need to be completely broken, but I shouldn't just see people with either hand cannons/SMG + Grenade Launchers.
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Edited by ZoniCat: 6/25/2020 6:35:37 PMIn my opinion, Rocket Launchers only need a few buffs, tweaks, and new perks to become viable again: 1. Rocket Launchers need a buff to overall damage (explosion and direct hit damage), and then another [u][b]buff to direct hit damage[/b] [/u]on top of that. 2. The [u][b]Blast Radius stat should buff the radius of the explosion more[/b][/u] at higher levels, and also transfer some of the Direct Hit damage from a launcher to the explosion based on your Blast Radius stat. This would mean that Blast Radius wouldn't increase your total damage against a target on a direct hit, but it would increase the damage dealt to targets on an almost direct hit. 3. We need some rocket launchers (namely low reload speed ones) to have [u][b]2 rockets in the magazine.[/b] [/u] 4. [u][b]Tripod needs to return as a normal perk[/b][/u], and on rocket launchers with a default mag size of 1, tripod should go in the damage perk column, whereas launchers with a mag size of 2 should have tripod in the non-damage premiere perk column, or in the case of high end rocket launchers such a raid weapon, tripod should go in the auxiliary column where one would find black powder or alloy casing. 5. [u][b]Make rocket launcher specific perks[/b][/u] which augment the damage they deal against majors and vehicles (but not minors or ultras). Concepts include a portion of the damage dealt ignoring shields (similar to swords), dealing significant bonus damage against full health enemies (won't matter against minors or ultras, but would matter for majors), and changing the tracking perk to prioritize higher tier enemies over lower tier enemies.
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See problem with scouts is with one small damage bump they immediately wipe out every weapon from being considered. Look at destiny 2 year 1 with mida being meta for literally everything. We wouldn’t have this issue if they could separate the sandbox damage numbers but they don’t want to or can’t. I’m on your side though with scouts needing a buff they do feel crappy compared to everything else.
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They gave rockets an artificial buff with the mod