Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
FIRST TESTDUMMY
Ikomari-Onu Enforcement Caldari State
440
|
Posted - 2015.11.01 10:50:00 -
[1] - Quote
I'm having problems with this weapon.
1. Fighting at range is difficult due to the absurd kick
2. Charge Shots followed by 5 or so regular shots is killing me in close quarters and fails to kill any lightly armor tanked suit at a distance.
3. The heat build up is crazy. I can't manage it well as I am only able to engage one person at a time before the weapon explodes in my face. ARRs and even TacARs at least allow me to keep fighting without worrying about dying from a Starter Fit because my weapon overheated.
These are my problems. Is there a way to correct them? |
DogeGode Master
153
|
Posted - 2015.11.01 11:01:00 -
[2] - Quote
Always switch to ishukone smg before overheating.
Edit:Especially when fighting armor tanks.
Totally not an alt.
|
Jonny D Buelle
The Warlords Legion
2
|
Posted - 2015.11.01 11:42:00 -
[3] - Quote
FIRST TESTDUMMY wrote:I'm having problems with this weapon.
1. Fighting at range is difficult due to the absurd kick
2. Charge Shots followed by 5 or so regular shots is killing me in close quarters and fails to kill any lightly armor tanked suit at a distance.
3. The heat build up is crazy. I can't manage it well as I am only able to engage one person at a time before the weapon explodes in my face. ARRs and even TacARs at least allow me to keep fighting without worrying about dying from a Starter Fit because my weapon overheated.
These are my problems. Is there a way to correct them?
All of these problems can be solved by learning more about the mechanics of the ScR and the game in general. But I can give you some tips and some stuff that you need to keep in mind.
1. The ScR is a mid-long range weapon, use it to your advantage and ride the kick. By riding the kick I mean start by aiming chest shots and let the kick ride it to the head. If you can't fight it, flow with it.
If you want CQC, I would suggest using the AScR
2. Keep in mind that you are using a ScR which is a laser weapon. They do (IIRC) +20% to shields but -20% to armour in terms of damage. So going toe to toe with an armour tanker is not the best unless you know how to control your kick properly.
3. By the sounds if this, I have to ask, have you skilled into Amarr Assault and are you using Amarr assault? At least I think it's assault that reduces heat build up...
Anyway whatever it is, use that suit to use that heat build up reduction skill, this can help you out a lot with your overheating problems.
Director of T-W-L
Keeper of the List
Lord of Scrubs
|
Arkena Wyrnspire
Negative-Feedback. Negative-Feedback
28
|
Posted - 2015.11.01 11:54:00 -
[4] - Quote
I would honestly recommend you don't use the SCR without the Amarr assault. Have you considered trying the TAR instead? It handles in a similar fashion but doesn't have a draconian overheat.
Arkena Wyrnspire aka "British Khorne" - Cross Atu
Kaze, you are best logi. Best. Logi.
|
Jackkkkkkkkkkkkkkky jack
Ancient Exiles. Bleeding Sun Conglomerate
112
|
Posted - 2015.11.01 11:56:00 -
[5] - Quote
wat u should do is dump that garbage n use other weapon..... scr is dead after hot fix ff
just found cal assault op^^
|
Banjo Robertson
Random Gunz Rise Of Legion.
724
|
Posted - 2015.11.01 12:12:00 -
[6] - Quote
I find that using the assault scrambler rifle solves most if not all of the problems you're having with it |
ANON Cerberus
TerranProtossZerg
901
|
Posted - 2015.11.01 12:22:00 -
[7] - Quote
Laser weaponry has been suboptimal on non Amarr (even then specific Amarr suits) for quite some time.
However people seem to have been focused on nerfing its capability with AmAss and totally forgetting about its use on other suits. |
Mortedeamor
The Black Masquerade
2
|
Posted - 2015.11.01 12:38:00 -
[8] - Quote
ANON Cerberus wrote:Laser weaponry has been suboptimal on non Amarr (even then specific Amarr suits) for quite some time.
However people seem to have been focused on nerfing its capability with AmAss and totally forgetting about its use on other suits. you mean uselessness?
pc master race
PORT IT CCP
|
luckyireland
Mcalpines Fusiliers
28
|
Posted - 2015.11.01 13:16:00 -
[9] - Quote
In cqc dont use charge shot unless you see a scout or cal if you do let him have it.in open levels hit with charge shot a wait a bit before following up for them hiding behind something control them with damage while making Your way toward them while keeping in mind your own cover.but keep in mind ever since that stupit nerf ive been getting mostly assists with that gun. Hope it helps o7.
I'm happy go lucky
|
deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
3
|
Posted - 2015.11.01 18:48:00 -
[10] - Quote
It totally depends on your skills but I recommend combining it with the Scrambler Pistol which will give you a couple options.
Open with the ScP for a quick knockdown of shields followed by a number of partially charged shots which will go through armor easily without you having to worry about over heat thanks to no full charge shot and cool down time as you partially chrage your next shot.
Open with a charge shot to knock out shields and then go for a ScP headshot to close out the fight.
Its kind of sad that scrambler rifles have been reduced to having to use a sidearm at the same time to make them viable. |
|
Vicious Minotaur
3
|
Posted - 2015.11.01 18:58:00 -
[11] - Quote
I recommend using the Assault variant, because CCP does not know how to balance the normal Scrambler.
But if you like the DMR nature of the normal one, try for the Tactical AR. That one is balance reasonably well, and does not necessitate millions of SP to make it function like a decent weapon.
Minotaur Master Race
Forcibly penetrating humans since ca 84 BCE. ( -í° -£-û -í°)
|
Vitharr Foebane
2
|
Posted - 2015.11.01 19:05:00 -
[12] - Quote
If I were you id use the Tac AR normal ScR is unplayable at the moment
Your light is gone from this world, but not our hearts.
Rest in our Lord's embrace, Empress Jamyl I
|
Radiant Pancake3
KILL-EM-QUICK
2
|
Posted - 2015.11.01 19:36:00 -
[13] - Quote
They got nerfed to oblivion last hotfix. Only viable on an amarr Assault/Commando. Useless on anything else.
Min FTW.
Learned the ways of N4g from Alcina's mom
Deemed the most Kinkiest Corp Mate.
Min Loyalist.
|
XxBlazikenxX
Pure Evil. Bleeding Sun Conglomerate
3
|
Posted - 2015.11.01 21:10:00 -
[14] - Quote
Radiant Pancake3 wrote:They got nerfed to oblivion last hotfix. Only viable on an amarr Assault. Useless on anything else.
Min FTW. Ftfy
Amarr Loyalist
Amarr Commando Forever
Ancient Exiles. Member
|
Arkena Wyrnspire
Fatal Absolution Bleeding Sun Conglomerate
28
|
Posted - 2015.11.01 21:12:00 -
[15] - Quote
XxBlazikenxX wrote:Radiant Pancake3 wrote:They got nerfed to oblivion last hotfix. Only viable on an amarr Assault. Useless on anything else.
Min FTW. Ftfy In case you read this and are confused because you are aware that the commando bonus is actually pretty neat. Context: Blaziken has been crying about his Amarr commando not being good enough recently and making repeated proposals for it to be megabuffed.
Arkena Wyrnspire aka "British Khorne" - Cross Atu
Kaze, you are best logi. Best. Logi.
|
Dried ShadowBeaver
Nos Nothi
202
|
Posted - 2015.11.01 22:23:00 -
[16] - Quote
Firstly skill into the Amarr Assault. Secondly, don't use the charge shot; it sucks now. Git gud at spamming.
Touch my beaver tail.
Go on.
Touch it.
|
FIRST TESTDUMMY
Ikomari-Onu Enforcement Caldari State
441
|
Posted - 2015.11.02 01:16:00 -
[17] - Quote
Thanks for the advice everyone. I guess the weapon is not worth picking up if I don't have Amarr Assaults skilled. It seems like an interesting weapon, the charge and it being a semi-auto, but from a balance point of view, it seems underwhelming.
Rail Rifles, Combat Rifles, and even Assault Rifles are easier to use because they're more manageable in the sense that they don't fight back against the user. Guess I'll stick to ARRs. They're good at everything and the kick is neglible if one is smart and uses it in bursts. |
Radiant Pancake3
KILL-EM-QUICK
2
|
Posted - 2015.11.02 01:23:00 -
[18] - Quote
FIRST TESTDUMMY wrote:Thanks for the advice everyone. I guess the weapon is not worth picking up if I don't have Amarr Assaults skilled. It seems like an interesting weapon, the charge and it being a semi-auto, but from a balance point of view, it seems underwhelming.
Rail Rifles, Combat Rifles, and even Assault Rifles are easier to use because they're more manageable in the sense that they don't fight back against the user. Guess I'll stick to ARRs. They're good at everything and the kick is neglible if one is smart and uses it in bursts. The Cal Assault gets a Rr/ARR kick/recoil reduction bonus. Just saying.
Learned the ways of N4g from Alcina's mom
Deemed the most Kinkiest Corp Mate.
Min Loyalist.
|
Forever ETC
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
1
|
Posted - 2015.11.02 01:48:00 -
[19] - Quote
Radiant Pancake3 wrote:FIRST TESTDUMMY wrote:Thanks for the advice everyone. I guess the weapon is not worth picking up if I don't have Amarr Assaults skilled. It seems like an interesting weapon, the charge and it being a semi-auto, but from a balance point of view, it seems underwhelming.
Rail Rifles, Combat Rifles, and even Assault Rifles are easier to use because they're more manageable in the sense that they don't fight back against the user. Guess I'll stick to ARRs. They're good at everything and the kick is neglible if one is smart and uses it in bursts. The Cal Assault gets a Rr/ARR kick/recoil reduction bonus. Just saying. But they're still viable on other suits. Just sayin
AmarrFTW
"The Hero got his feelings hurt for 9 hp... "
Not For Sale- Sanders 2016
|
Radiant Pancake3
KILL-EM-QUICK
2
|
Posted - 2015.11.02 02:34:00 -
[20] - Quote
Forever ETC wrote:Radiant Pancake3 wrote:FIRST TESTDUMMY wrote:Thanks for the advice everyone. I guess the weapon is not worth picking up if I don't have Amarr Assaults skilled. It seems like an interesting weapon, the charge and it being a semi-auto, but from a balance point of view, it seems underwhelming.
Rail Rifles, Combat Rifles, and even Assault Rifles are easier to use because they're more manageable in the sense that they don't fight back against the user. Guess I'll stick to ARRs. They're good at everything and the kick is neglible if one is smart and uses it in bursts. The Cal Assault gets a Rr/ARR kick/recoil reduction bonus. Just saying. But they're still viable on other suits. Just sayin
This too.
Learned the ways of N4g from Alcina's mom
Deemed the most Kinkiest Corp Mate.
Min Loyalist.
|
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |