By the looks of it, the Scorpius is in a good place. It does very well applying high and sustainable dps against a wide range of heavy fighters and slower/bigger ships but its weakness against fast/small ships means it isn't right for every scenario. That's great.
The problem I think is that literally EVERY ship is weak against fast/small ships. This puts fast/small ships in their own god category unchallenged by anything which is bad for balance
I'm not so heavy into dogfighting but I sure as hell love to listen to the expert talk about it and through that see how much CIG is dedicated to go into detail and fine-tune this aspect of the game. Thank you for sharing your knowledge!
The problem is always the same with balance in SC. 99.9% of the player base has no idea of which ship is strong and which is not, I fear we won't see a Scorpius buff before a looooong time.
@Avenger_One I think what you said about it being an 'escort ship' is spot on. It's not something that should be used for any kind of one-on-one PvP, but should be part of a larger squadron with a specific role. Plug one or two of these in with the specific intention of occupying the enemy heavy and medium fighters, light gunships (Connie, Freelancer MIS, etc), or bombers. It is the job of your own Light Fighters to sweep the enemy screen and keep them off the Scorpius so it can do it's job. If a light fighter threatens the Scorpius while it's fighting another heavy, the turret allows it to defend itself until help can arrive while still occupying the attention of it's target. While it certainly needs tuning like everything else, I think the Scorpius actually sits in a pretty good place, when compared to the other heavies. *edited for clarity
It also shouldn't be an RSi.. this should definitely be a Consolidated Outland (remember them?) both the design &layout screams CosOut. but it looks like Roberts saw it in whitebox &said he's having it for RSI which is nonsense really but oh well
I do think its acceleration can be buffed to bring it up to hurricane levels, but your point stands pretty well. I really like the spread of heavy fighters we are getting so far; each seems to have its niche in fleet combat. I do worry about the logistics of the heavy fighters though. Hurricane and Scorpius fit on a carrier deck pretty well. Vanguard is designed to fly on its own. The Ares, though, seems like a LOT of deck space to fill with something that is only really good at doing what its capital ships are already good at doing (hammering capitals and sub capitals). Only thing that can carry it is Idriss-sized and up. Kinda feel like a ship that big needs a limited interior.
It's basically the Heavy X-wing from SWG. Big, powerful, relatively fast, massive firepower, turns on a dime at low speeds, easy AF to hit. Hugely appealing to newer PVP pilots...who unfortunately soon learn that (with rare exceptions) it is completely unable to control a fight against a smaller, faster interceptor (light fighter) flown by an experienced pilot. Biggest difference, of course...it absolutely requires two people...which is a significant limitation in itself.
Great video! Would love to see you review the s2 shield changes for the heavy fighters and do a 3.17.1 pvp tier list again. I'm interested to see where the solo fighters fit in relation to the heavy fighters with and without gunners.
Great analysis! Feel like strengths and weaknesses are on point for what my buddy and I have experienced with the Scorpius so far. Picking up a CCU from Hurricane to this, but going to hold to see what CIG does…
i would keep the hurricane for now at least unless your just into the cosmetics...somthin' tells me this is gonna be the im in a x wing ship! but that is about the only reason to fly because it is probably gonna stay at C tier. but hey that is just my opinion and i maybe wrong.
Scorp isn't too bad, not the OP monster everyone thought it would be out of the gate. CIG wants ships to have trade-offs so it seems the Scorp has a nasty sting, if it can hit. I think of it more as an escort ship than a duelists ship too. For a duo fighter it's a step up from a Super Hornet IMHO.
well once armor gets in the game you may start givin' the super hornet some love and change that opinion... also remember the super hornet is an old ship that they have done nothing to it, once it gets a gold standard that should help as well...the new ships have the advantage of learning from earlier mistakes and the hornet has yet to have those lessons implemented on it...
@@eparock i guess if we get ship armor they need to rebalance all waepons to, at the monent everything is actually the same…pretty boring in my opinion
in the rock paper scisor game, the scporpion should not be buffed to kill the light fighers, they should be the nightmare of any bomber or torpeedo ship. If it becomes the "I WIN SHIP" the game breaks, just leave it, dont use a heavy to hunt light fighters
You are right that it should not win against light fighters. But I think that should only be the case when it doesn't have a human gunner. So I would say that it should get a buff, not in the flight capabilities, but in the turret turn rate and capacitor instead. This would make it still weak against light fighters when there is no human gunner, but gives it an edge fighting against bombers and slower targets, and not so helpless against light fighters when a human gunner is present. This would also solve the issue of being OP when it gets slaved turret capability.
only bombers with size 3's? iam not sure how armor will be a factor in the future, but i think you might need more than a size 3 weapon to pen eventually trough their amor.
It's a heavy fighter with a shitton of s3 repeaters. Should decimate LF unless the LF is a skilled pilot. They do need to strip auto aim from that turret though.
@@hellhawk5441 The last thing is a very moot point. Ill explain, we will get blades and AI that are auto auto aim in it self. So having a person using autoaim does not matter at all if you have the AI using it also. The problem get worse when you have even more people in turrets and you can be captain solo with a fleet of friends who do the same. More people will "crew" the multicrew ship with AI and blades. And you hear it already in almost every review of a ship. oh people we can crew it with blades so you do not need people or even AI. Sorry, the autoaim does not do anything for me till they remove this blade and AI npc in turrets in total. Else your argument of autoaim is not valid at all.
@@machoalright we'll have to see if the blades and ai get the same turret treatment. They had mentioned that there will be different quality blades and "experience" ai. Maybe they'll update it when those features come out. Snap fire in general is frustrating to me. Hopefully it gets phased out. We shall see.
Thanks for the review and analysis. I'm considering buying one as an escort defense against fighters for my Polaris, though I guess I'll wait to see how the balance evolve and when the Polaris is out. XD
Flies ok, but I'm off-put by the paucity of HUDs in the cockpit. I like self-status, target, and power triangle at minimum, and shield display as well on heavier fighters with multiple facings. Just two felt like too little info displayed.
So I could be wrong but I feel like at close range it’s more accurate when in yaw and keeping it lined up with the length of your target. Because the weapons are closer together top to bottom and further away from left to right, I felt like I was registering more hits yawing onto target when really close. Again I could be wrong and don’t think I’ve fought and ace pilots yet but havnt lost a single fight so far. Thanks for the review. Your analysis is priceless!!!
I love the ship and I'm glad it's not some meta..this was a PvP 1V1 breakdown..and if orgs/squadrons operate properly, You won't be facing just one Scorp/Sabre ect...but his wing-mates as well. We fly in wing pairs in a four ship flight. Scorp will be a good carrier based escort for us in addition to light-fighters.
I feel keeping the gimbals and s2 is better at the moment. The 15/20 degrees it gives you allows you to pick up light fighters better, also the dps drop isn't that big and you make it back with shot counts. it helps when in the 300 meters range too. You're still dead 1v1 without a gunner against a good light fighter though, but you'd expect light fighters to win every 1v1.
Would love to see a tactical analysis of escort strategies. With the legionnaire coming up, piracy game-play is on the horizon. Is there a way to create a Crossfire situation using a combination of heavy escort-ships to neutralize the inevitable light fighter swarm strategy.
After flying it with my buddy as the gunner, we are less than impressed. Me personally I'd rather have two of the repeaters from the turret on the nose (fixed) with the pilot controlling them. Still leaves the turret with fire power, but the gives the pilot at least two guns that can't get shot off when a wing is lost and the nose guns would not have the minimum range dead zone.
Turns out they don't like going up against missile boat Cutlasses which was a fun lesson to teach that pilot. Especially when he realised my gunner was manned.
@@rivit7615 i know. But in your game settings under general there is a setting that sets a distance where your non-gimbled weapon-shots meet. I Think the default setting is 1500m :)
I like your view on the scorpius. I personally purchased one. I like the ship. However I find there are a plethora of ships that easily compete against it (which is a good thing). Whether its PVP or PVE I do agree there are better ships to use over the scorpius. I personally still think the Vanguards especially the Sentinel can out play the scorpius any day, this goes for lightfighters as well.
The Scorpius I feel works best in a squadron, where it fills the role of a hammer. Smash a target with overwhelming firepower while friendly fighters help wrangle the opposition into favorable positions for the Scorpius to come in like the wrath of god and smash it to pieces. And as a heavy ship interceptor, it will be king. It shouldn't be a can of Arrow-B-Gone unless the arrow pilot makes a massive mistake. Perfectly balanced, as all things should be.
With the scorpius and the hurricane having such a dmg potential. I think they should give the Vanguards a little upgrade, instead of nerfing the scorpius. nothing big, just a S5 repeater with projectiles as fast as the S1-4 lazer repeasters, and dmg something in between S4 and 5.
It's kinda weird, I haven't spent much time trying to properly analyze SC combat mostly because I don't really enjoy it currently (in large part because of low/variable FPS makes tracking moving targets give me a headache), and I know it will change a lot so kinda feels like wasted effort to learn the current "meta" but I agree entirely which your conclusions and I reached the same ones though more of a gut feeling than cerebral understanding, I mostly fly a warden solo PvE bounties currently, and I'm used to being able to dictate engagements, if my shield is getting low, or I don't like the ball of NPC ships all shooting at me at the same time I accelerate forwards away, move power triangle to shields, when they're halfway full I re-balance power and turn around and continue (means they're full when I'm back in firing range), it might not be efficient or interesting, but it means I can dictate the fight, scorp really doesn't let you do that, and I really felt the lack of that ability, and especially without a turret gunner the DPS isn't high enough to offset that lack. (especially vs NPC ships that can fire 24/7/365) And it can't circle fast enough to avoid PvE target's fire like an arrow can.
While I agree heavy fighters shouldn't win in turn fights against light fighters, and should be more capable of fighting larger ships... I will say that in 1 pass, their damage output should win vs smaller fighters if they hit their shots. ie if they hit their shots that light figher should die. light fighters shouldn't be god of all "fighters" in "all cases"
In Freelancer we had "Light Fighter" "Medium Fighter" "Heavy Fighter" "Very Heavy Fighter" "Super Heavy Fighter" "Bomber" "Corvette" "Frigate" "Destroyer" "Cruiser" "Battlecruiser" "Battleship" "Battlestar"
Yeah I'd rather it be light fighters and heavy fighters, rather than fighters and cutlass killers. That said the turret is usually meant to be the thing that makes heavy fighters viable, but that excludes things like the hornet, ares, cutlasses, freelancers, glaives and scythes. All of these either don't have reliable enough noseguns to threaten a target, or powerful enough turrets to cover for their weaknesses, and are ultimately just unviable at above average skill levels when they need to fight anything smaller than them
I think light fighters being the king of single person PvP is perfect honestly. That is what they're designed to do. Dying in 1 pass is too much imo, and the light fighters aren't going to be good for anything over freelancer size when armour comes through with their tiny guns. They're there to kill small ships, while others are there to do their other intended roles. If "all cases" means in all fighter vs fighter engagements, then they should be the God of that. Simply because in future they won't be able to do anything to a Hammerhead etc besides maybe take out the turrets.
@@Exav2 what would the purpose of a medium fighter be then? A medium fighter doesn't stand a chance against a light fighter currently. I think the light fighter should only beat a medium fighter if they are more skilled and get in close range.
AV1... can you please bring out the A team Boys, and take a run at the Fleet as it flies through the system? I'm sure it'd be a blood bath, but man you know it'd make good content!
question: was the connie fully manned? the scorp appears to be made just to sucker star wars fans into getting an xwing. the wings look cool to some, personally i think they are so long it looks silly, but having guns on wingtips that are so long is just dumb for convergence and ease of blowing guns off. i am glad you said c tier because just lookin' at it i figured c tier and i have not even flown it. i find the ship rather silly and just a novelty for star wars fans and well after the disney trilogy i personally hate star wars now so i can't even get into the novelty side :) but hey to each his own. i would go with a hurricane or a sentinal over this novelty ship. love your vids avengerone and you are one hell of a pilot bro...
Nice update I would have hopped ares was in the mix.. when the vanguard got a mention. so it kind of says where we are balance.. not sure how u found out the blind spot.
I heard the cannon statement and that made me wonder.. the Hawk currently stock runs a mixed distortion cannon/laser cannon load out spread out between size 1 and size 2 weapons. I notice my distortions melt most light-medium fighters shields within a second or 2 at most. Hawk this patch feels MUCH stronger because of that. I actually prefer it over just repeaters due to instantly being able to melt the shields and hit the enemy with EMP. Even if the hawk has the weakest EMP in the game I noticed that just cutting someone's engines off for a couple seconds (or their weapons or shields) makes a huge difference to a fight. The size 1/2 laser cannons have a very high rate of fire as well
If you roll cannons I'm PVP with the Hawk, you die. There is no negotiation here, hawk already is struggling to be effective, you slap 700 M/S guns on her and fight anyone with even a little bit of training, you will lose every fight. Watch my welcome video and core skills Playlist if you want a detailed deep dive as too why this is true 👍
@@Avenger__One I'll definitely take a look at it! I feel once more weapon balancing and stealth is put back into the game that will change. I've done fairly well with the stock load out in PvP so far but I also choose to use my speed to my advantage and sticking to hit and run tactics as the hawk is not one to tank hits. When facing someone similar skill or above in a more mobile ship I tend to utilize my EMP timing above all since that gives me the time I need to get those cannons to hit, and they don't have to hit often. I fully agree repeaters are the way to go for meta, and I'll be sure to switch my laser cannons, but I'm gonna have a harder time giving up the distortion cannons due to utilizing the EMP device once shields go down. I do also run a lot of bounties though so that is part of my use for them in my regular load out, but they've done me well in PVP in my experience.. just waiting for CIG to put EMP on a different bind so I can actually group my weapons haha
@@Avenger__One ah! Quick question if you can confirm this. I've noticed EMP seems to throw off missiles and torps thrown at me. Is that actually a feature or just a fluke? I've been testing it out and I wanna say its a feature but im not sure with star citizen sometimes
can someone explain to me why you would use repeaters over cannons? Cannons have higher sustained dps. Is it about range/projectile speed, higher hit probability due to fire rate or something else? p.s. I'm a pvp noob, so sorry if this should be obvious
@@Avenger__One that explains it well :). I think it could be nice if you quickly mentioned things like that in your videos more (like: "you shouldn't really use cannons over repeaters because the halved projectile speed drastically reduces effective time on target and dps"). I love your videos, just think quick explanations like that would probably help newer players to understand things. I get how that probably just seems obvious to someone who is really into it though, and how having to think about the noobs perspective would probably make it harder to make the video.
I think repeaters make more sense but only when your fighting smaller ships and close. Cannons do similar DPs at S3 but the alpha damage hurts components around the impact more, so you don't have to be as precise with your hits.
repeaters are the way to go. cannons look good on paper but paper is not reality. the shots have to hit and cannons miss alot while repeaters hit far more consistantly.
I love the looks of it BUT i hate that they nerfed it from s3 to s2 gimbal, combine that with the energy mag cap leaving me with 51 shots with fixed s3... I would not call it a heavy fighter, if i want s2 i would still use my arrow, the only perk will be when i can blade/slave the turret
For me the message of this vid is pls dont nerf instead of pls buff. No one wants a ship being able to do everything great, cause it would be stale and boring if there was only one ship type flying around. Its a blast to fly it with a mate in pve and the ship rocks. Other than that it should be great in specific roles, like multiple scorpiuses protecting larger vessels, initiating battles, meaning doing what heavy fighters are supposed to do. Heavy fighters shouldnt be a purchase to win option for people who dont wanna learn to fight or dont have the time to. There should always be a balance that investing time into developing skill always pays off, like with light fighters, if the game wants to develop a longer term player base. Ofc we are faaaar from a complete game, but I hope that the devs emphasize on establishing specific roles for ships, jobs, mechanics and other segments and layers of the game to create a vast variety of possibilities for players to interact with each other in a balanced and rewarding way.
Right now the light fighter meta really bothers me. They simply outclass everything. IMO the medium fighters should only be beaten by a light fighter if the light fighter is significantly more skilled. Right now any bum with a light fighter can out maneuver medium and heavy fighters and the rest is pretty much history.
I borrowed scorpius and with no gunner I was food for banu defender yesterday that thing caching up chasing me toasted my shield then I escaped out of atmosphere then we trading for few seconds and I popped up he was also red but if I was in my arrow he couldn't have a chance to even get my shield
counter point 1. bring a friend. coming up soon, AI blades for pilot controlled turret. most of the rest of your argument was that its venerable to a light fighter. with a turret working, and.. a WINGMAN then I would say its an excellent ship. That Arrow, and his wingman will shit themselves when the 2 of you slowly aproch with full shields forward.... The ships great, you just gotta use it to its maximum limit, and use it thinkingly.
Can confirm that Munted one of these in my Cutlass as he was only able to focus on one ship at a time and his shields just couldn't hold up to continued missile barrages.
Hey, might be a bit late on the train, and I know you mainly rate the ships for PvP encounters, but can I have your input on its PvE capabilities? Is the ship's strength better suited for taking down "dumber" enemies?
So are we talking "C tier" for single-pilot PvP? Fast, well armored with Vanguard-level HP, fast-turning, and with a Hurricane turret, for anything but a very good pilot in one of the best light fighters I have a hard time seeing this lose often. The other heavy fighters turn worse and are either outgunned, out-tanked, or both, and that's bad for trading. Medium fighters and most "interceptors" can't out-turn it either, and they mostly have rubbish armor and capacitors that are nearly identical to the light fighters. I struggle to imagine a Hawk or a Sabre having much success against a Scorpius even without the gunner. If CIG actually managed to balance something well using the acceleration stats (the most important overlooked stats by the general spreadsheet-warrior forumites) then good for CIG, but this generally looks like fighting a stronger, faster, faster-turning, tankier clone of the Hurricane for a lot of match-ups. I like a number of things that came out of 3.14, including fights that are more about maneuvering than who bought more guns and shields, the way the capacitor system is set up is generally good, I like that manned turrets are very worthwhile now, but ship roles are feeling awkward in some areas. Light fighters are where they should be, very dangerous in a 1v1but with some staying power issues under heavy fire. A fair number of heavy fighters seem ok as well, gaining toughness and range for some lost agility. But medium fighters and the "interceptor" lights aren't really either nimble or tough/hard-hitting enough to make much of a worthwhile compromise. Torpedo bombers aren't completely bad (thanks to turret improvements) but torpedoes don't hit consistently against even colossal targets if there are any decoy countermeasures in play, and half of them don't really have enough bite to properly function as bombers. Turret fighters and gunships can be really strong, and generally eclipse more conventional heavy fighters and bombers with more consistent and sustained DPS, dominate medium fighters overall, and are only slightly vulnerable to kiting light fighters (with very good pilots who never mess up a corkscrew, or at least not twice in the same fight), but their role seems a little murky - quite a few were pitched as something more like strike fighters, but seem more like dogfight monsters that can negate a lot of agility with fast turret rotation and lots of gimbal assist. While I like what good turrets have done for bigger haulers, bombers, etc, they place the turret fighters/gunships in an awkward spot for a lot of other classes of combat ships to find relevance. I think the Scorpius perpetuates that trend.
armor is not in the game yet and i'm not sure but i doubt the scorp is as heavily armored as a super hornet{which will get a major overhaul for it's gold standard}...
So what you're saying is that Scorpius pilots should "hire an escort" in case they come up against light fighters? :D But seriously, keep up the amazing work sir!
@@Vertexnine it can, but there are certainly better choices. The Scorpius's key advantage is the turret, and not having that basically just makes you a fatter Banu Defender or Sabre.
Really highlights how bad the bigger shields are. S1 gets knocked down, then just back up in two seconds. S2, bigger ships that take more fire, shields take longer to come back.
@@Avenger__One some guys from your crew actually explained it in detail over voip in the SC PVP discord and then much more. Now I'm also a member of the A1 discord and I never expected you yourself (or anyone most likely) to reply to my question, but even after all these years this community NEVER fails to remind just how fucking awesome it is. Since dial up and CS 1.6 I've never seen anything like it and its beyond refreshing. Genuinely, thank you. I've watched you for a long time now and your attitude / youtube channel is what brought me back after a long time away. Perhaps its time to stop lurking and start getting better. I remember camping out for battlefield 2 many years ago talking to my dad about a game like star citizen and how one day we might have something like it. I knew nothing of Wing commander, or freelancer and the like,, but he did. Of course we both instantly came on board when first hearing of the proposition, because even a fraction of that original vision was worth the initial purchase. I had just graduated from college a year before that and was starting my career at the time. Soon enough it had become the only thing I had time for and is something that I will regret forever. Aside from an occasional check in we never played together much, for several reasons, not just the state of the development. I would give anything now to be able to fly from anywhere in Stanton to any other location and see his reaction, but... life got in the way. apologies for the grammar i saw this from work on my phone but wanted to reply. ty again.
Turnrate higher than the other heavy fighters, more DPS (or equal), sturdy enough etc. I fail to see how its not powercrept past all the other h-fighters. Probably gonna clap light fighters that dont outskill the scorpius too hard. Though equipment advantage probably pitches it harder than the ship. Its a good video, I believe CiG wants to nerf (or has?) some of the stats as they are stated as bugged of some kind so who knows. But still feels like its just another slightly more powerful ship of its class than the ones before.
I think if CIG feel it is too maneuverable, whether they pull the trigger on that nerf or not, the buff this ship might need to not fill too many roles might be a second s2 shield. I think what CIG is seeing might be too many pilots being too successful against too many types of targets with it because let's face it, 99% probably don't have your skills.
I feel like running with fixed weapons makes the spread too wide to run after smaller ships. Staying gimbaled obviously helps that. What do you think? Is it worth the tradeoff to land more shots, or do I just need to get better with getting up their asses before I shoot?
The ability too negotiable is the ability to create extentions at times were your in a lost rate fight, as well as the ability to have enough chase capabilities mabey not to stick onto something indefinitely but enough to punish the dis engagement
Hello, I was wondering when you referring to all eight guns, do you mean that by having to have two operators (pilot + gunner) or is it possible to control all eight guns by a solo pilot in 3.21? Thanks!
Honest question, not trolling...Why does CIG, and many in the PVP community, feel that the buffing (rare) and nerfing of ships should be based on the light fighters ability to kill it? Some people, myself included, just don't like flying twitchy little ships. I get that they are fun for some, and that's cool, but why make it to where you just don't stand much of a chance fighting with light fighters because the scale is being tilted in their favor. It is like, OMG, that ship killed a light fighter, too quickly, it must be nerfed, and then those of us who like flying bigger ships are left with useless ships like the Ares. I mean, they are called "light" for a reason, there should be some ships that a light fighter sees and says, ok...that is out of my weight class and I need to avoid that fight and leave, or call in more light fighter friends. Light fighters will continue to be Meta "King of the Hill" when other ship's abilities are nerfed because it can kill light fighters "too easily".
How does the Scorpius compare to the Redeemer? What is the difference in maneuvering and DPS? This ship looks like it would deal as much dps as the Redeemer with better speed/maneuvering.
Hello i got recently into fight with scorpius using Hotplite with 4x bal. canons + Deadbolt V ..he was running Panthers 6x + 2x dist. repeaters .. And as he hitted my Crosshair was Wobbleing like hell , it was all shaking so i could land a shot.. i never saw that before what caused it? He was badly manouvering but if could just aim i would shred him to pieces
Missles are ineffective in pvp, flares just pop them off and can't lock at minimum range, the statement your making is from a deep misunderstanding of combat, and why I am trying to educate the public.
@@Avenger__One Just admit that you didnt know the Scorpious even had missles, You can put 16 size 2 Emp missles on it, and you think not ONE of those are going to connect with a target? What happens when your target runs out of decoys? What happens when CIG "hotfix" Emp missles so they work even better? Nah, much better to ignore them totally,, I use missles on the Scorpious and they work great! (misunderstanding of combat, Your hilarious)
Do you have any videos where you discuss 2 vs 2 tactics? What would happen if there where 2 Scorpius vs 2 Arrows for example? Would the arrows still have the upper hand and the Scorpius’ be a victim?
By the looks of it, the Scorpius is in a good place. It does very well applying high and sustainable dps against a wide range of heavy fighters and slower/bigger ships but its weakness against fast/small ships means it isn't right for every scenario. That's great.
The problem I think is that literally EVERY ship is weak against fast/small ships. This puts fast/small ships in their own god category unchallenged by anything which is bad for balance
Ships with a size 3 shield should not be worried about a single light fighter.
@@ThirsttyRecon the changes to armor penetration and module damage/physicalized damage in the future should change that
14:12 "the Scorpius feels like a miniature version of a Hurricane, oh sorry, a Hammerhead" - rofl that cracked me up!
I'm not so heavy into dogfighting but I sure as hell love to listen to the expert talk about it and through that see how much CIG is dedicated to go into detail and fine-tune this aspect of the game. Thank you for sharing your knowledge!
The problem is always the same with balance in SC. 99.9% of the player base has no idea of which ship is strong and which is not, I fear we won't see a Scorpius buff before a looooong time.
Buff next patch.... so under a month since release?
@@silverthorngoodtree5533 but when is a month from now?
@Avenger_One I think what you said about it being an 'escort ship' is spot on. It's not something that should be used for any kind of one-on-one PvP, but should be part of a larger squadron with a specific role. Plug one or two of these in with the specific intention of occupying the enemy heavy and medium fighters, light gunships (Connie, Freelancer MIS, etc), or bombers. It is the job of your own Light Fighters to sweep the enemy screen and keep them off the Scorpius so it can do it's job.
If a light fighter threatens the Scorpius while it's fighting another heavy, the turret allows it to defend itself until help can arrive while still occupying the attention of it's target.
While it certainly needs tuning like everything else, I think the Scorpius actually sits in a pretty good place, when compared to the other heavies.
*edited for clarity
Yea man thats a great point that I agree on, I just want it to feel more like a fighter
@@Avenger__One It sounds like it's role is like a Star Wars B-wing.
It also shouldn't be an RSi.. this should definitely be a Consolidated Outland (remember them?)
both the design &layout screams CosOut. but it looks like Roberts saw it in whitebox &said he's having it for RSI which is nonsense really but oh well
I do think its acceleration can be buffed to bring it up to hurricane levels, but your point stands pretty well. I really like the spread of heavy fighters we are getting so far; each seems to have its niche in fleet combat.
I do worry about the logistics of the heavy fighters though. Hurricane and Scorpius fit on a carrier deck pretty well. Vanguard is designed to fly on its own. The Ares, though, seems like a LOT of deck space to fill with something that is only really good at doing what its capital ships are already good at doing (hammering capitals and sub capitals). Only thing that can carry it is Idriss-sized and up. Kinda feel like a ship that big needs a limited interior.
It's basically the Heavy X-wing from SWG. Big, powerful, relatively fast, massive firepower, turns on a dime at low speeds, easy AF to hit. Hugely appealing to newer PVP pilots...who unfortunately soon learn that (with rare exceptions) it is completely unable to control a fight against a smaller, faster interceptor (light fighter) flown by an experienced pilot.
Biggest difference, of course...it absolutely requires two people...which is a significant limitation in itself.
Great video! Would love to see you review the s2 shield changes for the heavy fighters and do a 3.17.1 pvp tier list again. I'm interested to see where the solo fighters fit in relation to the heavy fighters with and without gunners.
Great analysis! Feel like strengths and weaknesses are on point for what my buddy and I have experienced with the Scorpius so far.
Picking up a CCU from Hurricane to this, but going to hold to see what CIG does…
i would keep the hurricane for now at least unless your just into the cosmetics...somthin' tells me this is gonna be the im in a x wing ship! but that is about the only reason to fly because it is probably gonna stay at C tier. but hey that is just my opinion and i maybe wrong.
Great! Now i'll wait for the review after the upcoming nerf to the Scorpius ;D
Great video, great format, much improved first look video format/ style compared to few months ago
Scorp isn't too bad, not the OP monster everyone thought it would be out of the gate. CIG wants ships to have trade-offs so it seems the Scorp has a nasty sting, if it can hit. I think of it more as an escort ship than a duelists ship too. For a duo fighter it's a step up from a Super Hornet IMHO.
well once armor gets in the game you may start givin' the super hornet some love and change that opinion... also remember the super hornet is an old ship that they have done nothing to it, once it gets a gold standard that should help as well...the new ships have the advantage of learning from earlier mistakes and the hornet has yet to have those lessons implemented on it...
@@eparock i guess if we get ship armor they need to rebalance all waepons to, at the monent everything is actually the same…pretty boring in my opinion
@@phillusderpimmelpilz871 well this is the development stage the public generally never get to see, so it will get better...
@@eparock yea think so too, lets see.
I really enjoyed having more variations in weapons
@@eparock + the fact that a Super Hornet can really be used by 1 or 2 persons, because its gameplay is not made exclusively for turret.
in the rock paper scisor game, the scporpion should not be buffed to kill the light fighers, they should be the nightmare of any bomber or torpeedo ship. If it becomes the "I WIN SHIP" the game breaks, just leave it, dont use a heavy to hunt light fighters
You are right that it should not win against light fighters. But I think that should only be the case when it doesn't have a human gunner.
So I would say that it should get a buff, not in the flight capabilities, but in the turret turn rate and capacitor instead. This would make it still weak against light fighters when there is no human gunner, but gives it an edge fighting against bombers and slower targets, and not so helpless against light fighters when a human gunner is present.
This would also solve the issue of being OP when it gets slaved turret capability.
only bombers with size 3's? iam not sure how armor will be a factor in the future, but i think you might need more than a size 3 weapon to pen eventually trough their amor.
It's a heavy fighter with a shitton of s3 repeaters. Should decimate LF unless the LF is a skilled pilot. They do need to strip auto aim from that turret though.
@@hellhawk5441 The last thing is a very moot point. Ill explain, we will get blades and AI that are auto auto aim in it self. So having a person using autoaim does not matter at all if you have the AI using it also. The problem get worse when you have even more people in turrets and you can be captain solo with a fleet of friends who do the same. More people will "crew" the multicrew ship with AI and blades. And you hear it already in almost every review of a ship. oh people we can crew it with blades so you do not need people or even AI. Sorry, the autoaim does not do anything for me till they remove this blade and AI npc in turrets in total. Else your argument of autoaim is not valid at all.
@@machoalright we'll have to see if the blades and ai get the same turret treatment. They had mentioned that there will be different quality blades and "experience" ai. Maybe they'll update it when those features come out. Snap fire in general is frustrating to me. Hopefully it gets phased out. We shall see.
Thanks for the review and analysis. I'm considering buying one as an escort defense against fighters for my Polaris, though I guess I'll wait to see how the balance evolve and when the Polaris is out. XD
Scorpius motto, the salt must flow!
Flies ok, but I'm off-put by the paucity of HUDs in the cockpit. I like self-status, target, and power triangle at minimum, and shield display as well on heavier fighters with multiple facings. Just two felt like too little info displayed.
So I could be wrong but I feel like at close range it’s more accurate when in yaw and keeping it lined up with the length of your target. Because the weapons are closer together top to bottom and further away from left to right, I felt like I was registering more hits yawing onto target when really close. Again I could be wrong and don’t think I’ve fought and ace pilots yet but havnt lost a single fight so far. Thanks for the review. Your analysis is priceless!!!
would love a vanguard v scorpious video
On the list
@@Avenger__One yes!
I really hope CIG is listening. You have great insights, thank you for your videos!! ❤
Ah the video I’ve been waiting for.
I love the ship and I'm glad it's not some meta..this was a PvP 1V1 breakdown..and if orgs/squadrons operate properly, You won't be facing just one Scorp/Sabre ect...but his wing-mates as well. We fly in wing pairs in a four ship flight. Scorp will be a good carrier based escort for us in addition to light-fighters.
I feel keeping the gimbals and s2 is better at the moment. The 15/20 degrees it gives you allows you to pick up light fighters better, also the dps drop isn't that big and you make it back with shot counts. it helps when in the 300 meters range too. You're still dead 1v1 without a gunner against a good light fighter though, but you'd expect light fighters to win every 1v1.
Would love to see a tactical analysis of escort strategies. With the legionnaire coming up, piracy game-play is on the horizon. Is there a way to create a Crossfire situation using a combination of heavy escort-ships to neutralize the inevitable light fighter swarm strategy.
Yeah oh, I think a lot of times people are just not thinking of squad-based play in this game.
After flying it with my buddy as the gunner, we are less than impressed. Me personally I'd rather have two of the repeaters from the turret on the nose (fixed) with the pilot controlling them. Still leaves the turret with fire power, but the gives the pilot at least two guns that can't get shot off when a wing is lost and the nose guns would not have the minimum range dead zone.
Can we get a fully manned scorpious vs a fully manned redeemer? Appreciate you A1
Turns out they don't like going up against missile boat Cutlasses which was a fun lesson to teach that pilot. Especially when he realised my gunner was manned.
Maybe S2 guns on Varipucks would allow the wing guns to converge better. I know you hate gimbles but in this case maybe they would help.
I Think you Can change that in settings. Not sure though
@@Quottrup1998 They are S3 hard points which allow S3 fixed guns or S3 gimbles with S2 guns attached.
@@rivit7615 i know. But in your game settings under general there is a setting that sets a distance where your non-gimbled weapon-shots meet. I Think the default setting is 1500m :)
@@Quottrup1998 Ah yes, but isnt there a minimum convergence distance?
@@rivit7615 yes. Think its 1000m. But its better Then 1500 if you ask me ;)
In the Love of Star Citizen, please CIG, listen to this man.
Mine has been missing the turret for half a week now. Can’t wait for the landing/change states to get fixed, and new skins
Would love to see you do a stress test.on the Cutty Black or a break down like this.
Oh you can drop the gimbals on the wings! Niiice
I like your view on the scorpius. I personally purchased one. I like the ship. However I find there are a plethora of ships that easily compete against it (which is a good thing). Whether its PVP or PVE I do agree there are better ships to use over the scorpius. I personally still think the Vanguards especially the Sentinel can out play the scorpius any day, this goes for lightfighters as well.
I'd love to see your thoughts on what the pefect squadron looks like in various scenarios
Thank you for the review!
Your videos have helped so much. I'm still not 100% sure I'm boosting correctly and knowing when to boost and when not to
Consider watching my welcome video and core skills Playlist brother, I have a few episodes specifically on boost control and management
@@Avenger__One Thank you! I'll check them out today.
yeah honestly it needs no nerfing, perhaps a top speed in atmo nerf, thats about it. a skilled light fighter is still gonna tear this thing up.
With people like you in the community, I remain hopeful that Star Citizen will be great and continue to push game development.
Really good breakdown, thanks!
The Scorpius I feel works best in a squadron, where it fills the role of a hammer. Smash a target with overwhelming firepower while friendly fighters help wrangle the opposition into favorable positions for the Scorpius to come in like the wrath of god and smash it to pieces.
And as a heavy ship interceptor, it will be king. It shouldn't be a can of Arrow-B-Gone unless the arrow pilot makes a massive mistake. Perfectly balanced, as all things should be.
With the scorpius and the hurricane having such a dmg potential. I think they should give the Vanguards a little upgrade, instead of nerfing the scorpius.
nothing big, just a S5 repeater with projectiles as fast as the S1-4 lazer repeasters, and dmg something in between S4 and 5.
All weapons are in a strange spot TBH, I'm looking forward to seeing a new weapon pass.
I broke off two wing when I hit the floor.Got it repaired and lost those 2 guns for good.
Good stuff A1. So stay at range against it and just widdle it down. Got it.
It's kinda weird, I haven't spent much time trying to properly analyze SC combat mostly because I don't really enjoy it currently (in large part because of low/variable FPS makes tracking moving targets give me a headache), and I know it will change a lot so kinda feels like wasted effort to learn the current "meta" but I agree entirely which your conclusions and I reached the same ones though more of a gut feeling than cerebral understanding, I mostly fly a warden solo PvE bounties currently, and I'm used to being able to dictate engagements, if my shield is getting low, or I don't like the ball of NPC ships all shooting at me at the same time I accelerate forwards away, move power triangle to shields, when they're halfway full I re-balance power and turn around and continue (means they're full when I'm back in firing range), it might not be efficient or interesting, but it means I can dictate the fight, scorp really doesn't let you do that, and I really felt the lack of that ability, and especially without a turret gunner the DPS isn't high enough to offset that lack. (especially vs NPC ships that can fire 24/7/365) And it can't circle fast enough to avoid PvE target's fire like an arrow can.
While I agree heavy fighters shouldn't win in turn fights against light fighters, and should be more capable of fighting larger ships... I will say that in 1 pass, their damage output should win vs smaller fighters if they hit their shots. ie if they hit their shots that light figher should die. light fighters shouldn't be god of all "fighters" in "all cases"
In Freelancer we had "Light Fighter" "Medium Fighter" "Heavy Fighter" "Very Heavy Fighter" "Super Heavy Fighter" "Bomber" "Corvette" "Frigate" "Destroyer" "Cruiser" "Battlecruiser" "Battleship" "Battlestar"
Yeah I'd rather it be light fighters and heavy fighters, rather than fighters and cutlass killers.
That said the turret is usually meant to be the thing that makes heavy fighters viable, but that excludes things like the hornet, ares, cutlasses, freelancers, glaives and scythes. All of these either don't have reliable enough noseguns to threaten a target, or powerful enough turrets to cover for their weaknesses, and are ultimately just unviable at above average skill levels when they need to fight anything smaller than them
light fighters are too OP. The balance should be at the medium fighters.
I think light fighters being the king of single person PvP is perfect honestly. That is what they're designed to do. Dying in 1 pass is too much imo, and the light fighters aren't going to be good for anything over freelancer size when armour comes through with their tiny guns. They're there to kill small ships, while others are there to do their other intended roles.
If "all cases" means in all fighter vs fighter engagements, then they should be the God of that. Simply because in future they won't be able to do anything to a Hammerhead etc besides maybe take out the turrets.
@@Exav2 what would the purpose of a medium fighter be then? A medium fighter doesn't stand a chance against a light fighter currently. I think the light fighter should only beat a medium fighter if they are more skilled and get in close range.
AV1... can you please bring out the A team Boys, and take a run at the Fleet as it flies through the system? I'm sure it'd be a blood bath, but man you know it'd make good content!
We are doing this on stream, buy sadly we are only allowed to kill the Idris and smaller ships, Bengal and Java are INV
@@Avenger__One can you post it on YT also? I tend to miss the stream due to work. thanks for all the fun content!
question: was the connie fully manned?
the scorp appears to be made just to sucker star wars fans into getting an xwing. the wings look cool to some, personally i think they are so long it looks silly, but having guns on wingtips that are so long is just dumb for convergence and ease of blowing guns off. i am glad you said c tier because just lookin' at it i figured c tier and i have not even flown it. i find the ship rather silly and just a novelty for star wars fans and well after the disney trilogy i personally hate star wars now so i can't even get into the novelty side :) but hey to each his own. i would go with a hurricane or a sentinal over this novelty ship. love your vids avengerone and you are one hell of a pilot bro...
I'd love to see you in an XGR race and see what an Ace Pilot can do against a bunch or racers!
Would love too, what's GXR?
@@Avenger__One It's a racing YT channel
Nice update I would have hopped ares was in the mix.. when the vanguard got a mention. so it kind of says where we are balance.. not sure how u found out the blind spot.
I heard the cannon statement and that made me wonder.. the Hawk currently stock runs a mixed distortion cannon/laser cannon load out spread out between size 1 and size 2 weapons. I notice my distortions melt most light-medium fighters shields within a second or 2 at most. Hawk this patch feels MUCH stronger because of that. I actually prefer it over just repeaters due to instantly being able to melt the shields and hit the enemy with EMP. Even if the hawk has the weakest EMP in the game I noticed that just cutting someone's engines off for a couple seconds (or their weapons or shields) makes a huge difference to a fight. The size 1/2 laser cannons have a very high rate of fire as well
If you roll cannons I'm PVP with the Hawk, you die. There is no negotiation here, hawk already is struggling to be effective, you slap 700 M/S guns on her and fight anyone with even a little bit of training, you will lose every fight. Watch my welcome video and core skills Playlist if you want a detailed deep dive as too why this is true 👍
@@Avenger__One I'll definitely take a look at it! I feel once more weapon balancing and stealth is put back into the game that will change. I've done fairly well with the stock load out in PvP so far but I also choose to use my speed to my advantage and sticking to hit and run tactics as the hawk is not one to tank hits. When facing someone similar skill or above in a more mobile ship I tend to utilize my EMP timing above all since that gives me the time I need to get those cannons to hit, and they don't have to hit often. I fully agree repeaters are the way to go for meta, and I'll be sure to switch my laser cannons, but I'm gonna have a harder time giving up the distortion cannons due to utilizing the EMP device once shields go down. I do also run a lot of bounties though so that is part of my use for them in my regular load out, but they've done me well in PVP in my experience.. just waiting for CIG to put EMP on a different bind so I can actually group my weapons haha
@@Avenger__One ah! Quick question if you can confirm this. I've noticed EMP seems to throw off missiles and torps thrown at me. Is that actually a feature or just a fluke? I've been testing it out and I wanna say its a feature but im not sure with star citizen sometimes
@@Kalrisi_Rei hmm will have to look into this
Finally ! Thank you for not saying its OP just because they tend to do it with there new ships. Have my upvote sir.
Any advise for the loadout ?
Is this including disabling the G-safe limiter? My main ship is a warden, so I'd never seen that before this ship
can someone explain to me why you would use repeaters over cannons? Cannons have higher sustained dps. Is it about range/projectile speed, higher hit probability due to fire rate or something else?
p.s. I'm a pvp noob, so sorry if this should be obvious
This is a great question, please consider watching my video on weapon velocity and my welcome video :)
@@Avenger__One that explains it well :). I think it could be nice if you quickly mentioned things like that in your videos more (like: "you shouldn't really use cannons over repeaters because the halved projectile speed drastically reduces effective time on target and dps"). I love your videos, just think quick explanations like that would probably help newer players to understand things. I get how that probably just seems obvious to someone who is really into it though, and how having to think about the noobs perspective would probably make it harder to make the video.
@@sonobitches I have and do, but 260 videos somtimes I don't repeat it every video.
And as the Scorpius gets released... I sit staring at my Saber. :
I think repeaters make more sense but only when your fighting smaller ships and close. Cannons do similar DPs at S3 but the alpha damage hurts components around the impact more, so you don't have to be as precise with your hits.
repeaters are the way to go. cannons look good on paper but paper is not reality. the shots have to hit and cannons miss alot while repeaters hit far more consistantly.
I love the looks of it BUT i hate that they nerfed it from s3 to s2 gimbal, combine that with the energy mag cap leaving me with 51 shots with fixed s3... I would not call it a heavy fighter, if i want s2 i would still use my arrow, the only perk will be when i can blade/slave the turret
Great vid! Does CIG ever reach out to you for your advice?
For me the message of this vid is pls dont nerf instead of pls buff. No one wants a ship being able to do everything great, cause it would be stale and boring if there was only one ship type flying around. Its a blast to fly it with a mate in pve and the ship rocks. Other than that it should be great in specific roles, like multiple scorpiuses protecting larger vessels, initiating battles, meaning doing what heavy fighters are supposed to do. Heavy fighters shouldnt be a purchase to win option for people who dont wanna learn to fight or dont have the time to. There should always be a balance that investing time into developing skill always pays off, like with light fighters, if the game wants to develop a longer term player base.
Ofc we are faaaar from a complete game, but I hope that the devs emphasize on establishing specific roles for ships, jobs, mechanics and other segments and layers of the game to create a vast variety of possibilities for players to interact with each other in a balanced and rewarding way.
Right now the light fighter meta really bothers me. They simply outclass everything. IMO the medium fighters should only be beaten by a light fighter if the light fighter is significantly more skilled. Right now any bum with a light fighter can out maneuver medium and heavy fighters and the rest is pretty much history.
✊🏽Avengerrr ONE!🖐🏽
2 Question. 1. Does the pilot have control of turret. 2. Where can I get PvP lesson to enjoy SC
Watch my welcome video
I borrowed scorpius and with no gunner I was food for banu defender yesterday that thing caching up chasing me toasted my shield then I escaped out of atmosphere then we trading for few seconds and I popped up he was also red but if I was in my arrow he couldn't have a chance to even get my shield
counter point 1. bring a friend. coming up soon, AI blades for pilot controlled turret.
most of the rest of your argument was that its venerable to a light fighter. with a turret working, and.. a WINGMAN then I would say its an excellent ship. That Arrow, and his wingman will shit themselves when the 2 of you slowly aproch with full shields forward.... The ships great, you just gotta use it to its maximum limit, and use it thinkingly.
I will put a group together too test this Theory
Can confirm that
Munted one of these in my Cutlass as he was only able to focus on one ship at a time and his shields just couldn't hold up to continued missile barrages.
Very intelligent commentary and demo, thanks.
Hey, might be a bit late on the train, and I know you mainly rate the ships for PvP encounters, but can I have your input on its PvE capabilities? Is the ship's strength better suited for taking down "dumber" enemies?
So are we talking "C tier" for single-pilot PvP? Fast, well armored with Vanguard-level HP, fast-turning, and with a Hurricane turret, for anything but a very good pilot in one of the best light fighters I have a hard time seeing this lose often. The other heavy fighters turn worse and are either outgunned, out-tanked, or both, and that's bad for trading. Medium fighters and most "interceptors" can't out-turn it either, and they mostly have rubbish armor and capacitors that are nearly identical to the light fighters. I struggle to imagine a Hawk or a Sabre having much success against a Scorpius even without the gunner. If CIG actually managed to balance something well using the acceleration stats (the most important overlooked stats by the general spreadsheet-warrior forumites) then good for CIG, but this generally looks like fighting a stronger, faster, faster-turning, tankier clone of the Hurricane for a lot of match-ups.
I like a number of things that came out of 3.14, including fights that are more about maneuvering than who bought more guns and shields, the way the capacitor system is set up is generally good, I like that manned turrets are very worthwhile now, but ship roles are feeling awkward in some areas. Light fighters are where they should be, very dangerous in a 1v1but with some staying power issues under heavy fire. A fair number of heavy fighters seem ok as well, gaining toughness and range for some lost agility. But medium fighters and the "interceptor" lights aren't really either nimble or tough/hard-hitting enough to make much of a worthwhile compromise. Torpedo bombers aren't completely bad (thanks to turret improvements) but torpedoes don't hit consistently against even colossal targets if there are any decoy countermeasures in play, and half of them don't really have enough bite to properly function as bombers. Turret fighters and gunships can be really strong, and generally eclipse more conventional heavy fighters and bombers with more consistent and sustained DPS, dominate medium fighters overall, and are only slightly vulnerable to kiting light fighters (with very good pilots who never mess up a corkscrew, or at least not twice in the same fight), but their role seems a little murky - quite a few were pitched as something more like strike fighters, but seem more like dogfight monsters that can negate a lot of agility with fast turret rotation and lots of gimbal assist. While I like what good turrets have done for bigger haulers, bombers, etc, they place the turret fighters/gunships in an awkward spot for a lot of other classes of combat ships to find relevance. I think the Scorpius perpetuates that trend.
armor is not in the game yet and i'm not sure but i doubt the scorp is as heavily armored as a super hornet{which will get a major overhaul for it's gold standard}...
So what you're saying is that Scorpius pilots should "hire an escort" in case they come up against light fighters? :D
But seriously, keep up the amazing work sir!
No, hire a good gunner.
@@WarBirdGhost Just in case I wasn't obvious in my sarcasm, my comment was j/k
Great analysis! How does the scorpius perform solo against PVE bounties, if you don't mind me asking?
Very well
@@Avenger__One thanks! Think one could take ERTs with it?
Also, subbed, you make great content.
@@Vertexnine it can, but there are certainly better choices. The Scorpius's key advantage is the turret, and not having that basically just makes you a fatter Banu Defender or Sabre.
@@corombb ok cool, thanks!
Not having the turret basically doubles your pilot firepower so yeah, pretty much a solo ERT monster
Question, what the difference between attrition and regular repeater.
Nothing cept looks
I mean u kind of missed its main strength. Taking down its size or bigger. But it's weakness is smaller craft. Seems pretty balanced.
Watch my latest Vanguard vs Scorpius video
it is not. It is weak against bigger ships too. The vanguard and hurricane eat it with ease.
Mentioning Ion :D They burried Starfighters well :D
Really highlights how bad the bigger shields are. S1 gets knocked down, then just back up in two seconds. S2, bigger ships that take more fire, shields take longer to come back.
How are you firing the second set of guns? Do you have a additional person riding with you?
Another player
i think a vanguard with a turret gunner still comes out on top
Why is your PIP so far off in those clips? Yet youre still hitting, is it bugged this patch?
EDIT: I just realized this video is a year old
What is he talking about regarding essentially b eing auto gimballed in the turret?
Turrets have a 20deg cone, anything in it, the guns fire on the perfect solution 100% aim bot
@@Avenger__One some guys from your crew actually explained it in detail over voip in the SC PVP discord and then much more. Now I'm also a member of the A1 discord and I never expected you yourself (or anyone most likely) to reply to my question, but even after all these years this community NEVER fails to remind just how fucking awesome it is. Since dial up and CS 1.6 I've never seen anything like it and its beyond refreshing. Genuinely, thank you. I've watched you for a long time now and your attitude / youtube channel is what brought me back after a long time away. Perhaps its time to stop lurking and start getting better. I remember camping out for battlefield 2 many years ago talking to my dad about a game like star citizen and how one day we might have something like it. I knew nothing of Wing commander, or freelancer and the like,, but he did. Of course we both instantly came on board when first hearing of the proposition, because even a fraction of that original vision was worth the initial purchase. I had just graduated from college a year before that and was starting my career at the time. Soon enough it had become the only thing I had time for and is something that I will regret forever.
Aside from an occasional check in we never played together much, for several reasons, not just the state of the development. I would give anything now to be able to fly from anywhere in Stanton to any other location and see his reaction, but... life got in the way. apologies for the grammar i saw this from work on my phone but wanted to reply. ty again.
@@audiemurphymode4740 1% brother
All I have to say is, Uber Uber Aegis!
Sounds like the scorp is best in team fights since it can rinse smaller ships so quickly if it can gets guns on. Just needs another ship for assist.
do you think a Scorpius would fair better than other ships in a group fight? having to cover each other with the G's being weak?
Your best best is too stay together and push anything away from you, if you can take the kill take it but these fighters are escort defense fights
Turnrate higher than the other heavy fighters, more DPS (or equal), sturdy enough etc.
I fail to see how its not powercrept past all the other h-fighters.
Probably gonna clap light fighters that dont outskill the scorpius too hard. Though equipment advantage probably pitches it harder than the ship.
Its a good video, I believe CiG wants to nerf (or has?) some of the stats as they are stated as bugged of some kind so who knows.
But still feels like its just another slightly more powerful ship of its class than the ones before.
why 2 x panther and 2x bulldog? you said play fixed, but you are using 2x bulldogs in the fight. I am confused.
Arrow uses 2x bulldogs because you cannot change the turret out for fixed S3 anymore
I think if CIG feel it is too maneuverable, whether they pull the trigger on that nerf or not, the buff this ship might need to not fill too many roles might be a second s2 shield.
I think what CIG is seeing might be too many pilots being too successful against too many types of targets with it because let's face it, 99% probably don't have your skills.
I feel like running with fixed weapons makes the spread too wide to run after smaller ships. Staying gimbaled obviously helps that. What do you think? Is it worth the tradeoff to land more shots, or do I just need to get better with getting up their asses before I shoot?
Can you tell me what the point is of the x-wing config? There must be an advantage over the cruise setup for the larger hitbox.
What size are its hydrogen and quantum tanks?
Bout the same as the hurricane
what do you mean by 'negotiating' between two ships in a rotation fight?
The ability too negotiable is the ability to create extentions at times were your in a lost rate fight, as well as the ability to have enough chase capabilities mabey not to stick onto something indefinitely but enough to punish the dis engagement
@@Avenger__One Thanks, now that's very precise. :)
Hello, I was wondering when you referring to all eight guns, do you mean that by having to have two operators (pilot + gunner) or is it possible to control all eight guns by a solo pilot in 3.21? Thanks!
You need a gunner to man the extra 4 size 3s on the turret! The pilot controls only the 4 size 3s on the wings :)
On paper the Ares still has more damage. Although the hit rate probably not.
*Cries in Inferno*
I give away my ares for the scorpius
Honest question, not trolling...Why does CIG, and many in the PVP community, feel that the buffing (rare) and nerfing of ships should be based on the light fighters ability to kill it? Some people, myself included, just don't like flying twitchy little ships. I get that they are fun for some, and that's cool, but why make it to where you just don't stand much of a chance fighting with light fighters because the scale is being tilted in their favor. It is like, OMG, that ship killed a light fighter, too quickly, it must be nerfed, and then those of us who like flying bigger ships are left with useless ships like the Ares. I mean, they are called "light" for a reason, there should be some ships that a light fighter sees and says, ok...that is out of my weight class and I need to avoid that fight and leave, or call in more light fighter friends.
Light fighters will continue to be Meta "King of the Hill" when other ship's abilities are nerfed because it can kill light fighters "too easily".
Please watch my balance triangle video
What would you guys say is the best pvp ship right now ?
Arrow/Vanguard Sentinel
What is your setup? Your skills are nuts. Would like to see what you use to fly
Duel virpil conny Alpha grips, WarBrd Virpil Base. Preditor Hunter mounts, and VKB T-Rudder peddles with TrackIR5 pro clip head tracking 😀
@@Avenger__One #nerdgasm
@@Avenger__One keyboard and mouse for me, i will always be at a disadvantage :(
How does the Scorpius compare to the Redeemer? What is the difference in maneuvering and DPS? This ship looks like it would deal as much dps as the Redeemer with better speed/maneuvering.
Well they are similar in some ways, but She's just a slower harder hitting Hurricane
If you're in a Redeemer and you're only dealing as much damage as a Scorpius, you are doing something terribly wrong :)
Hello i got recently into fight with scorpius using Hotplite with 4x bal. canons + Deadbolt V ..he was running Panthers 6x + 2x dist. repeaters .. And as he hitted my Crosshair was Wobbleing like hell , it was all shaking so i could land a shot.. i never saw that before what caused it? He was badly manouvering but if could just aim i would shred him to pieces
Understand that you are using Slow projectile weapons, watch my core skills Playlist and specifically the one on weapon velocity
Do you have audio driven camera shake / global camera shake turned off?
There is a Bug where distortion weapons Cause Your camera to get Knocked around inside the cockpit.
@@N0xtron yes
And they want to nerf the manoeuvrability......
And you didn't mention nor even Use her 16 size 2 missiles, you messed up (Redo) its a Big Factor
Missles are ineffective in pvp, flares just pop them off and can't lock at minimum range, the statement your making is from a deep misunderstanding of combat, and why I am trying to educate the public.
@@Avenger__One Just admit that you didnt know the Scorpious even had missles, You can put 16
size 2 Emp missles on it, and you think not ONE of those are going to connect with a target? What happens when your target runs out of decoys?
What happens when CIG "hotfix" Emp missles so they work even better?
Nah, much better to ignore them totally,,
I use missles on the Scorpious and they work great!
(misunderstanding of combat, Your hilarious)
Really strange to see ship combat where the opponents stay all the time face to face firing each other...
I was thinking the same thing. I've never seen a fight like this game. Just jousting passes
Do you have any videos where you discuss 2 vs 2 tactics? What would happen if there where 2 Scorpius vs 2 Arrows for example? Would the arrows still have the upper hand and the Scorpius’ be a victim?
When I solo with this ship, do ok with panthers, but a lot I actually struggle in this ship…any tips?
What flight sticks are u using I Need some
Dule virpil conny Alphas
13:40 What if you fly the Scorpius with the wings folded? Do you still have that dead zone? Does that deadzone become smaller at all?
Laser cannons are the new meta now lol kinda funny
Bullets? Doesn't this thing have laser cannons?