Victor Moody Stahl
Amarr Templars Amarr Empire
137
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Posted - 2014.11.21 02:00:00 -
[1] - Quote
Well, if armor damage is what you're after, you have a few choices; you mention having tried the SMG and Bolt Pistol, these are two such options.
The others are the Flaylock Pistol, and the Magsec SMG. The Minnie SMG has the benefit of a +15% armor damage profile, and the Flaylock has an even better +20% armor damage profile.
Both the Bolt and the Magsec have a +10% damage profile; however, the Bolt is a tad lacking at close range in my experience. The Magsec is actually quite capable- I've even ganked a few heavies from just outside HMG optimal with it. It does, however, take some getting used to, since it's got pretty heavy recoil, a spool time, and a low-ish rate of fire. I personally love the Magsec, and generally find the Bolt to be more complementary to shorter-range weapons (like HMGs) than be a good pairing with anti-shield guns.
The SMG is more suited to close quarters, particularly as it lacks a spool time like the Bolt&Magsec have, as well as a higher capacity across all variants; IIRC the SMG also does more DPS than the Magsec. If you're having trouble with the basic-variant SMG, try the Breach- everything I've read seems to suggest it's fantastically good. Also, the damage profile mirrors the Scrambler reasonably well, while also compensating for some of the Scrambler rifle's weakness in close quarters.
The Flaylock has a splash damage, and some pretty high alpha, but it's somewhat limited- it's very difficult to shoot people who are above you, for example. It does have two other very notable advantages- it's got the highest armor damage multiplier in the game (the aforementioned +20% armor damage), and it has the lowest PG requirement of any sidearm in the game. The latter is very useful, as the ScR has the highest PG usage of any light weapon, and the second highest PG usage of any proto infantry weapon in the game (proto AFG has uses 21 PG, the proto ScR uses 20 PG).
xavier zor wrote:I am not going to use a scrambler pistol if it is a shield-based weapon as well...I need a weapon that i can use when i have downed the shields of my enemy and he is hiding, as switching to my armor-based sidearm won't cost me any damage (switching to it in CQC takes the same amount of time as me getting 4 scrambler rifle shots off (260+ damage))
Actually, the Scrambler pistol is a very natural complement to the ScR. It's just that the way it plays out is quite a bit different, however. Rather than switching to an armor-damage secondary to finish off your opponent, you'll switch to the pistol to continue firing while the ScR cools off. This does, however, assume you don't overheat (it will happen).
After a few seconds, you'll then switch back to the ScR. I'll also note that the Breach variant scramber pistol has such high per-shot damage that the armor damage penalty that laser weapons labor under is basically irrelevant- it's got so much alpha that it doesn't matter.
Moreover, you can potentially compensate for a pair of anti-shield weapons by carry locus grenades- at longer ranges the armor damage penalty isn't going to matter quite as much, as you'll be moving in and out of cover a lot more.
Finally, a note on Nova Knives:
Don't. Seriously, just don't. NKs only really work on two kinds of fits: scouts, and lolfits. The former can be quite terrifying, while the latter is a case of simply doing so because you can. The latter can be quite entertaining, even for the victim, however.
I'll also note that using NKs as secondary, you'd be better off choosing a CQC primary weapon, rather than the longer-ranged ScR. Long-range primary weapons tend to mean that you aren't going to get close enough to stab people very often.
Buff Logis | Nerf Scouts
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Victor Moody Stahl
Amarr Templars Amarr Empire
137
|
Posted - 2014.11.21 02:47:00 -
[2] - Quote
DeadlyAztec11 wrote:Though honestly all sidearms are good choices. It depends more on your tactics, reflexes and skill level and suit more than anything.
With the Scrambler Rifle you'll usually do so much damage to people that they'll have very low HP so just about anything will do.
My preffered is the Scrambler Pistol because of its overall well rounded features. High head shot danage, medium body damage, high mag capacity(especially with the skill), good range, low recoil and pretty good hipfire. It's an everyman's weapon that has no unreasonable draw backs.
I'd just like to mention that the only drawback of the scrambler pistol is that it has terrible ironsights. They are ridiculously obstructive at anything but the closest of ranges, where you're generally better served by hipfiring it.
That being said, it is by far my preferred pistol. The only time I generally find I prefer the Bolt is on the occasions when I pull out the HMG.
VikingKong iBUN wrote:SMG. Unless you're having fun trying the Flaylock or Bolt Pistol, which is fair enough, the only really reliable sidearm for a Scrambler Rifle is a SMG. You need to kill armour fast at short range, and SMG is best for this. Wielding a Flaylock or Bolt pistol WILL get you killed at close range, as your Scrambler won't kill their armour fast enough and your sidearm will just miss. Magsec is nice for the added range but just doesn't have the same reliability because the hit detection seems a bit off.
I've never really noticed anything wrong with the Magsec's hitreg... but I also use the KB/M which has fugged hitreg anyway, so...
Meeko Fent wrote:The Magsec is surprisingly good for CQC, even though it has that charge time.
I use that most often. Might go crawling back to the Minnie SMG soon though. Magsec works, but it's not as good a *sidearm* as the Magsec is. Minnie shoots immediately, the Mag doesn't, so if I'm reloading and caught off guard, it sometimes goes bad.
The Magsec is indeed surprisingly useful. However- at least to me- it seems like it really needs proficiency, and perhaps a damage mod, to actually be very capable.
And the charge time can indeed be something that gets you killed.
Buff Logis | Nerf Scouts
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