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Removes burst on Scout Rifle #8182

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TheKillfish
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@TheKillfish TheKillfish commented Jan 20, 2025

About the pull request

What it says on the tin.

Explain why it's good for the game

Many people will give many different responses to "Scout Rifle needs to be nerfed", and a lot of people will defend it. It is no secrete however that the Scout Rifle is hands down one of the most powerful guns anyone can get ahold of normally and even though as a specialist Scout deserves a good gun, they don't need a gun that can let them solo literally any Xeno they want within literal seconds.

The nexus of the issue is the burst fire, being one of the absolute best burst fire's avaliable with pinpoint accuracy and near enough instant firing of two bullets, allows the gun to use it's amazing ammo types to quickly destroy just about any target the user wants; from testing, it takes ~5 seconds for the gun to kill a base Crusher with burst fire and A19 ammo, aa very good trade for one magazine.

As the ammo is what makes the rifle noteworthy, lets it retain consistency with other spec weapons having multiple ammo types and would be fine balance-wise on semi-auto fire, the next best way to hopefully settle the age old balance argument is to nix the burst fire.

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Changelog

🆑 Killfish
balance: Removed burst fire on the Custom M4RA.
/:cl:

@cmss13-ci cmss13-ci bot added the Balance You need to be a professional veteran game maintainer to comprehend what is being done here. label Jan 20, 2025
@DrAmazing343
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The Scout has the enormous caveats that it can only really SOLO fight these xenos and it’s not guaranteed even off weeds, and then they need to decloak, fight in an area without cover, and then spend super expensive ammo for a kill that’s not even guaranteed.

I understand that it’s powerful, but I think taking away burst fire will turn the rifle from powerful in the right hands to underwhelming except in finishing off the most wounded bugs who are already at a disadvantage.

@Osmos123
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Osmos123 commented Jan 28, 2025

I really dislike this proposed change that would remove an interesting playstyle for scout. For burstfire to be viable, you will need to make some sacrifices to your weapons attachment using a reflex sight and foregrip instead of mag harness and angled grip. Otherwise, the accuracy is abysmal, and you cannot reliably hit the xenos with burst. The moment I get lunged/pounced/stunned with burstfire attachments, I am at an immense disadvantage as the xenos can clearly see my gun has been dropped and I now have to deal with wield delay from lack of angled grip.

All of this on top of having to deal with the firing delay when going out of cloak, the risk of attack from a second lurker/woyer/runner. Potentially running into hugger/burrower traps additionally. It is a generally high risk, high reward gameplay that is limited to one single spec at a time with people that may or not be good with scout.

The only aspect that I would nerf scout is their ability to repair comms/sensor tower if that has not done already. As I feel that is cheesy af, and if scout would like to repair sensor, then they would at least need to drag some comtech and put them both at risk of dying instead of how easy it is for scout to do now.

Desktop.2024.11.27.-.09.17.10.38.Dvr.1.mp4

@chefoxara
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wake up baby, the newgens wanna nerf the scout rifle for no reason
this is a team based game
if you are alone and you get stunned to death by the scout (marine designed to fight and win 1V1s, just like the lurker) its your fault
be with your team

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4 participants