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Destiny 2

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Edited by TheLastNerf: 4/19/2024 11:40:11 AM
17

Scouts (and other primaries) Need Hand Cannon Type Buffs

Currently, Scouts are one of the weakest primary weapon types in the game, arguably only tied with Pulses. Despite sharing many of the same flaws and drawbacks that HCs suffer from, and several of their frames even firing at the same RPM, Scouts are much less viable in pretty much every facet but range. Based on some limited testing I performed, [spoiler]same frame RPM, same slot (and the same damage type for kinetics), same power level, no specs or damage perks/boosts, within Hydroponics Delta LS. 120, 150, 180s tested, barring exotics of course)[/spoiler] Scouts of matching RPMs to HCs are doing, on average, around 50% less damage to Minors, and over 100% less damage to majors, which is extremely detrimental to the weapon type. You don't need to stand at range, really anywhere in the game, just to do significantly less damage than a HC to rank and file enemies, and entirely inconsequential damage to tougher targets in comparison to a Heavy or Special weapon. Of course, Hand Cannons did only somewhat recently receive massive buffs against minor and elite enemies, and while I don't think Scouts should necessarily be the absolute best weapon type for nearly everything as they were in D1, it would be great to have them, Pulses, Bows, and even Autos feel viable in more content, especially end game. I think at least a 30% buff to Minors and 50-70% to majors (or maybe just a general buff independent of these) could be enough to make Scouts feel better to use in most places.
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  • Edited by ParrotTom: 4/19/2024 3:37:54 AM
    I would guess the reason why scouts are weaker is because they have like 10X the range, much more manageable recoil thanks to animations and/ or models, and also have like 50-100% more ammo. If scouts should be as strong as hand cannons, then hand cannons should be just as easy to use, effectively meaning either all of them are converted to precision frames (keeping their current ROF), or they should all get like 30 extra stability to help with some weapons having so much recoil, bad sights, or such clunky models that you spend just as much time trying to find the target or the sights of the gun as you spend shooting at it. Hell, idk about current sandbox, but I'm pretty sure scouts were already stronger in PVP. More specifically: 140s and 150 HCs require 3 crits to kill even at 0 resilience whereas 150 scouts I think can do it up to T4 resilience 180 scouts required 2 crits and 2 body to kill long the HCs got that buff 260 scouts I think only needed like 3 or 4 crits and 2 body 200 scouts require 3 crits 1 body I think And 120 scouts/ HCs require 2 crits 1 body. Easier, generally safer, and kill just as quickly in PVP. They don't need those advantages in PvE.

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