Any word on Auraxium scout rifles and the last gen of ES pistols getting some love?

with stalker cloak and knife

We should never have to compensate another weapon's damage to get effective use out of another weapon.

That's the definition of a bad weapon design.

I get that you like the Scatter, but personally I feel that a sidearm should be an effective killing weapon just like the commissioner and underboss.

As it is, the scatter feels more like a Blackhand, sans ADS capabilities.

It feels like a nerfed pocket Baron, when it should feel like a pocket directive shotgun.

Decent for hipfire use, with higher effective killing power when ADS.

But:

  • The ammo is lacking (it really does need that extra 1 round).

  • The choke ADS could use maybe ~20% tighter pellet spread and CoF (think less "Baron ADS" and more "Jackhammer hipfire").

  • And the fire rate really doesn't do it justice for use as a shotgun (maybe 30 RPM more).

The ammo is self-explanatory. It's painfully lacking, especially with it's long reload times.

The choke accuracy is also something that's very limiting for this weapon, as it's not quite tight enough to make headshots worth it. When you go for headshots on moving targets currently, you generally miss 2-3 pellets more than you would have otherwise.

On a weapon with just 6 pellets, and a 1.5x HS multiplier, this means on a chest shot at a close enough range to hit all pellets you land 6 pellets at 100 damage each (600 damage).

Going for a headshot on the same guy at the same range, you miss at least 2 pellets, and land 4 to the head. 4 pellets at 100 damage each (400 damage) times the 1.5x HS multiplier means you're at best only going to do the original 600 damage that you'd have gotten off the chest shot that has a better chance of sinking all your damage in.

So aiming for the head is utterly pointless with the current accuracy model unless you're killing an infil point-blank with a headshot that lands literally every last pellet (so he has to be entirely oblivious to your presence, and standing perfectly still for the risk to be worth it).

And lastly, the fire rate. The fire rate is so slow that enemies can actually react to when your next shot is coming thanks to how slow it is, and dodge a fair number of pellets just before you fire it.

You'll miss enough pellets due to the enemy's dodging that the lost damage effectively turns it into a worse blackhand with no ADS capability. (I do love how accurate that comparison is!)

By upping the fire rate a little, it should let you put out the damage just ahead of their ability to react within it's ideal CQC range.

/r/Planetside Thread Parent