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 Part Timer: 4/20/2024 5:05:06 AMGuiding sight and dead man's archetype still seem pretty strong. I'm seeing more people rock MIDA too.