Scope, your so silly.

Scope, your so silly.

in Engineer

Posted by: XelNigma.6315

XelNigma.6315

I was looking over the traits and noticed that Scope has been changed to give its the crit hit chance if you attack any thing beyond 600 range.

Make sense right? But the rifle skills dont reach that far even when traited. (save hit shot)
Pistols can but there cond damage, guess you can combine that for the conditions on crit stuff.
But I figure it would be most useful for kits such as grenades.

So picture that, Grenades with scopes on them.


yes I know this doesnt need a topic, its just the chain of thought lead me to grenades with little scopes on them and I thought that was funny.

Scope, your so silly.

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Posted by: Conan.8046

Conan.8046

Even then you can’t hit anything with nades a +600 range if its moving.

Scope, your so silly.

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Posted by: Decklan.7540

Decklan.7540

Yeah, it’s a pretty poorly designed trait.
Hip Shot – Ok its useful here
Net shot – no damage, doesn’t benefit
Blunderbuss – 600 range traited, does more damage in melee, no benefit
Overcharged Shot – 600 range traited, no benefit
Jump Shot – Damage is melee aoe, no benefit

Pistols, ok, I can see it working here, but really does a weapon with horrible power scaling need this? Let’s see.

Explosive Shot – Benefits, but pistol 1 has .3 power scaling. And really, how many power, crit, crit damage pistol builds are there?
Poison Dart Volley – Wildly misses 75 percent of its shots beyond 600 range, no benefit really.
Static Shot – Very poor power scaling, see explosive shot.
Blowtorch – Deals more damage the closer you are, no benefit.
Glue Shot – No damage, no benefit.

Now, let’s look at kits.
Elixir Gun
Tranq Dart – Poor power scaling, no real benefit
Elixir F – Great power scaling, actual benefit
Fumigate – Even traited, cannot get enough range to benefit
Acid – Melee damage, no benefit
Super Elixir – No damage, no beneift

Bomb Kit
All skills are melee range, so no real benefit

Tool Kit
All damaging skills are melee range, no real benefit

Med Kit
Umm no lol

Flamethrower
Useful with the number 2 skill, and that is all

Grenade Kit
I can see it have a use here in pve setting

So, you have to ask yourself, is this trait really worth taking if it only really benefits one kit, and to a much lesser extent another (flamethrower)? Or, do you see it as going against anets idea behind our class design, strong mid range fighter? I see it as a poorly designed trait, but that’s just my opinion.

inb4 phineas poe quotes my post and states “why do you think its a poorly design trait” :p

Scope, your so silly.

in Engineer

Posted by: Anymras.5729

Anymras.5729

At least it functions now.

…sure, it still sucks, but now it sucks functionally.

Scope, your so silly.

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Posted by: Conan.8046

Conan.8046

Yeah, it’s a pretty poorly designed trait.
Hip Shot – Ok its useful here
Net shot – no damage, doesn’t benefit
Blunderbuss – 600 range traited, does more damage in melee, no benefit
Overcharged Shot – 600 range traited, no benefit
Jump Shot – Damage is melee aoe, no benefit

Pistols, ok, I can see it working here, but really does a weapon with horrible power scaling need this? Let’s see.

Explosive Shot – Benefits, but pistol 1 has .3 power scaling. And really, how many power, crit, crit damage pistol builds are there?
Poison Dart Volley – Wildly misses 75 percent of its shots beyond 600 range, no benefit really.
Static Shot – Very poor power scaling, see explosive shot.
Blowtorch – Deals more damage the closer you are, no benefit.
Glue Shot – No damage, no benefit.

Now, let’s look at kits.
Elixir Gun
Tranq Dart – Poor power scaling, no real benefit
Elixir F – Great power scaling, actual benefit
Fumigate – Even traited, cannot get enough range to benefit
Acid – Melee damage, no benefit
Super Elixir – No damage, no beneift

Bomb Kit
All skills are melee range, so no real benefit

Tool Kit
All damaging skills are melee range, no real benefit

Med Kit
Umm no lol

Flamethrower
Useful with the number 2 skill, and that is all

Grenade Kit
I can see it have a use here in pve setting

So, you have to ask yourself, is this trait really worth taking if it only really benefits one kit, and to a much lesser extent another (flamethrower)? Or, do you see it as going against anets idea behind our class design, strong mid range fighter? I see it as a poorly designed trait, but that’s just my opinion.

inb4 phineas poe quotes my post and states “why do you think its a poorly design trait” :p

Nice post but Flamer 2 is only 600 range max. So it won’t work.

Scope, your so silly.

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Posted by: insanemaniac.2456

insanemaniac.2456

Nice post but Flamer 2 is only 600 range max. So it won’t work.

you can dodge roll backwards cuz it has hang time….

maybe

JQ: Rikkity
head here to discuss wvw without fear of infractions

Scope, your so silly.

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Posted by: Yamsandjams.3267

Yamsandjams.3267

Scope is used in some rifle SD berserker builds, especially in ZvZ play. With that, you can stay back beyond 600 range and focus on auto-attacking and spamming tool belt skills. You generally don’t want to run up into the front lines with berserker stuff on, so you stay in the mid/back line and send you SDs in there for some high damage pseudo-AoEs. You can use your closer range abilities as needed, but scope will allow you to get an extra boost while sitting behind your zerg’s frontline.

As for roaming or small scale fighting, I don’t think scope is that useful because, as mentioned, a lot of your skills won’t reach that far. Plus, it won’t be uncommon for the opponents to run that close to you anyways.

You could probably make decent use of it in PvE, but everything essentially works in PvE.

Scope, your so silly.

in Engineer

Posted by: Sylentir.8913

Sylentir.8913

I actually like it on Nades in WvW, either for zerg-v-zerg or defending/assaulting a structure. In ZvZ, you don’t have a single nonmoving enemy, but the overall cluster of enemies should be large enough that you don’t miss, and assault/defense allows you to bombard a point and let anyone at that point die.

Talia Gallowglass [Few] ~ Sylvari Engineer Main
Ferguson’s Crossing

Scope, your so silly.

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Posted by: NevirSayDie.6235

NevirSayDie.6235

The best part about scope is that they introduced torment, a condition that deals a different amount of damage if you’re standing still.

At the same time, they changed scope because they couldn’t figure out how to get it to have a certain function if you’re standing still.

Rifle auto attack is actually pretty strong, so I think the current scope is effective in a power WvW nade build. It’s just disheartening to see a re-design instead of a simple bugfix.

Scope, your so silly.

in Engineer

Posted by: tattoohead.3217

tattoohead.3217

I use it on my SD build i like to stay at max distance and “snipe” I use it in WvW