Mainly because of the fact that they're long range weapons and most maps cater to close quarter engagements. Not to mention the fact that the exotic handcannons and pulse kill faster than any scout can dream of.
(I say exotics mainly because legendary handcannons or pulse usually dont kill as fast as their exotic higher ups)
The main thing that needs changing is the map layouts. I don't think buffing damage should happen simply because making scouts stronger or basically near handcannon strength will then make handcannons obsolete, since scouts would then be better in clip size and range if the damage were similar between the two.
Same issue as the beta when scouts were much better than handcannons overall.
Also, anyone know a good roll for Lunar scout? Mines currently has rodeo, high caliber rounds, explosive rounds, something else in middle and zen moment at the end. Note i have yet to unlock any of them.
English
-
Agreed. I wish they would make more of the larger maps and put the combined arms maps back into control and clash, combined with map voting each round. I miss First Light. It was my favourite map when I first got into crucible as I mostly used scout rifles (MIDA).
-
That is a pretty good roll for that denomination of Scout Rifle, I'd advise aiming for a RedDot-OAS with Full Auto and Third Eye, take your pick between Explosives, High-Calibres or Hand-Laid Stock (if it's available)