REMOVE SCOUT STUN AMMO FROM THE GAME

wait till you get off screen’d by the 2x scope scout

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Just dont rest in the open

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We’re back here again? Remember that the Scout is built for 1v1’ing… just like a Marine Lurker, yeah. So let’s ask the age-old Lurker Question: Why you lone?

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the difference is that good scouts can dominate a 1v2 because impact gives superslow, so unless its a large mob or the scout cant figure how to load a second mag then both xenos are as good as dead

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nah wait until you get off screen’d by 4x no falloff 60 damage high AP rounds.

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regarding your pr

imo just nerf AP and remove burst fire just like this PR suggested Removes burst on Scout Rifle by TheKillfish · Pull Request #8182 · cmss13-devs/cmss13 · GitHub

scaling stun with range even more doesnt seem to me like a good solution since to actually ambush xenos you gotta basically come up from offscreen. I think w/o burst fire it should be okay anyway since the TTK would be increased and incend+impact burst combo wouldn’t be as strong.

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You can still ambush ive tested it, literally the only noticeable change would be if you are sitting near the edge of the screen plinking them and the removal of slow, i dunno about burst right now though, im looking to stop situations where scout can 1v2 and win not necessarily ttk

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This reads like a bunch of baloney

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Post it for the people.

Whoever thought “Hey, let’s give one marine class a literal I WIN BUTTON against the entire Marine force” needs to be fired into the sun. Queen screech is the most braindead, skill-less, unfair bullshit in this entire game. You mean to tell me that some bulky, tanky, fast little shitter can just AoE screech once with their massive throat and I’m instantly flopping around like a fucking fish while the entire Xeno force dogpiles and caps me? How is this balanced?
This is Orbital Bombardment gameplay. A one-sided, unavoidable death sentence that you have zero control over. Oh, you wanna run? Good luck, because that first screech just rooted you in place for 6 seconds. You wanna fight back? What, with the half second of movement you get between getting disarm capped by a runner?
Queen players, before you come in here and type “just don’t get screeched lol,” shut the fuck up. The Queen screech is a pinpoint AoE that fires every one minute. If a Queen is actually good, you will get hit. Doesn’t matter if you’re dodging, doesn’t matter if you’re moving erratically. They get one shot on you, your capped. It’s literally just Marine MOU slugs, but worse, because it doesn’t require aiming at all.

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Good scouts assassinate me every so often off-screen mid-map going to a healing spot after fighting til 5% in the frontlines. It was a good positioning, good execution, and I could have prevented it. Ya win scout and I cannot be mad about it.

Spawning as defender, walking to frontlines, and dying because I was in the path of scout is a bit rage inducing. Is it more rage inducing than the lurker who takes my foot, causes me to go shipside, and the rounds over by the time I get back? Ehh hard to say. But as xeno what was I supposed to do, ask for a ravenger to go to hive so I could be escorted to the frontlines?

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I think the most annoying part about scout impact ammo is that there’s actually nothing stopping a scout from just frontlining with his rifle, he can pretty much stun lock any T1 - T2 better than the GL himself.

“Scout is weak in CQC” doesn’t really matter when the scout is surrounded by 3 other marines at the front. You attempting to engage them just ensures your death. If you have a competent scout playing on the frontline, you pretty much can’t play at all as any t1/t2 because the moment you try to engage another marine there’s a risk of you getting stun locked in front of 4 other marines with rifles.

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Well not really. It gets better positional usage of its single shot IFF AOE stun which can therefore guarantee kills/area denial much easier than the Scout. GL’s job isn’t only stunlocking t1/t2, the threat of GL is a job of it, and the breaching power of GL is a job of it too. Scout’s weapon probably has much less freedom than GL in practice and is thus much easier to counter/fight.

You are right thought that gl is forced to sit near or behind others slightly more (but they can just use a secondary weapon so this point is meaningless!), while scout is not. So maybe scout is better, if not more expensive for the same gain. But yeah any xeno player can kill any marine so its not really that bad.

But scout is better vs t3s which is good because of default AP ammo. But also you can just carry ap ammo for ur mk2 as gl, or any other ap weapon for that rly a m39 ap would be good too

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Stun is good, but it should have a minimum range like slugs, and do slowdown instead outside say 3-5 tiles.

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First they came for the vet kit. Then the MK1 one. Then CAS. Then the five OBs. Then SADAR. The nerfs never end :pensive_face:

7 tile grab btw

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Three options:

  1. Remove scunt and redestribute his power to PFCs. Special armor gizmo that makes you invisible while also giving nvg, but only during that time) for a while, but have to recharge pretty long after use. Restricted by Req.
    Under current head honcho impossible, removing specs is removing something and this is not kosher.

  2. Remove his gun, replace it with something:
    a) Some special stungun that stuns xeno hit for a long time, unless they are damaged in any kind, which wakes them up. Scout gets special melee tool to kill stunned targets with fairly long windup, but can do so while invisible.
    The ideal scenario is: Scout finds out oblivious xeno alone, he decloaks, stuns the xeno, cloaks and starts to finish it. If any other xeno wanders around, scout to preserve his life has to abort the action and try to escape. Scout survives, unfortunate lone xeno does too. Everyone is happy.
    Can’t be used to frontline much, unless marines cooperate so hard that they do not shoot stunned xeno unless they surround it. Additionaly other xenos could just help-intent click to cancels the stun immediately.
    Personnaly I think it would be perfectly fair and balanced. Scout retains his 1vs1 potential, but completly loses 1vs2 and he won’t contribute much on the frontlines.
    b) Some kind of “poison/radiation/whatever” knife/dart/whatever. Scout has to follow a xeno and throw darts at it, which drain health, plasma, cut connection to hivemind and after second application also slow them down (maybe even disable door opening after thrid, or fourth). Xeno victim could be also somehow shown his position even if he is cloaked, but only the victim.
    Still good 1vs1, but not 1vs2, adjusting how fast scout can dish out those darts is all that it takes. Frontlining has a potential, but only if xeno hit by the first “dart” sticks around to get hit more and then get slowed.

  3. Try to balance current gun and ammo. Change range from which it can stun, when it gives slow and how much, increase req cost and shit like that. It won’t change frontlining much, though. And because of potential frontline use, the actual 1vs1 use will be nerfed as well as you can’t do one without the other with current scout.
    Most likely solution, I think one of the worst, alongside leaving scout the way he is.

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Those that remember pour one out.

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Melee spec with god armor…

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veteran PFC kit was the mk1 kit.

remember what we lost brave marines…

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This is for all the warrior mains out there.

But seriously scout is a high-risk character. Somehow, they lack hugger protection which was given to grenadier spec. So 50% of scouts get filtered by hugger traps. All it takes is a single pounce from lurker or lunge by warrior combo to likely crit them. Then you have xeno sweats that maxed out contrast and gamma on their monitor to see your invincible silhouette and simply go ham on you.

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