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FaN does more damage than the scattergun. Pellet count increases damage more than directly altering damage.
It's not like gunboats soldier where the banners dominate casual while gunboats 6s, soda popper dominates in both casual and comp setting
Not really, jumping 5 times doesnt help you against sentries and 2 shotting people with it requires you to get close, completely unload your clip and get 1 kill, that means youll probably find yourself near 5 enemies and you gotta reload, also 200 instant damage is still not enough against the large influx of pocketed heavies, a scattergun's 6 clip is somewhat crucial in 12v12 because in there scout relies mostly on applying pressure and drawn out fights.
You could do mid range shots, the RELOAD SPEED (the most busted part of it) allows you to do so without really losing DPM compared to the scattergun
In competitive scout also has the role of applying pressure and punishing overextending enemies (while of course sometimes flank). You don't especifically lose this while using the soda popper otherwise it wouldn't have been banned. You can do everything the scattergun does with the soda popper, and sometimes even better
Don't trust me? Here's some math
200 damage for the scattergun (at closest range) takes 0.625 seconds, but for the soda popper (at closest range) it only takes 0.3125 seconds. Half the time for the soda popper
300 damage for the scattergun at closest range takes 1.25 seconds, but for the soda popper at closest range, it takes 1.4458 seconds. Soda popper takes ~14% more time to achieve 300 damage than the scattergun
400 damage for the scattergun at closest range takes 1.875 seconds, but for the soda popper at closest range, it takes 1.7583 seconds. Scattergun takes ~7% more time to achieve 400 damage than the soda popper
It's hard to find players above 200 health, and if they're, they will probably take more than 300 to kill them (overhealed heavies), so the soda popper will most of the times be benefitial. and here I'm being generous, because I'm not taking into account the scattergun having to reload at all, but in a normal match you will have to be constantly reloading with the scattergun
But it has 20% more pellets (2 more pellets), so to that 80 we add 16 (8x2) and it would be 96
96 > 90, so with the rampup it will also remain the same, FaN will do more damage than stock if every pellet connects from both weapons
Maybe in the setting you play in DPM has a meaning but not much in one where dispensers are stacked up in corners and 2 medics per team are a common occurence.
Thing is im agreeing with you on the gun needing a change and getting rid of the reload speed bonus (and maybe even reduce the firing speed bonus if thats not enough), i'm just saying that noone talks about it because it has aspects that are not suitable for 12v12.
That being said it is weird to not see as many people use it.
I guess people don't like reloading constantly? idk.
At least with Force of Nature, the clip penalty synergizes with the knockback by indicating that it's a fast-hitting, support-oriented Scout primary that dazes and stuns enemies, at the cost of relative firepower/deathmatching capability.
The Soda Popper's clip penalty has absolutely no relevance to the jumping stat, and the reload speed bonus gives it very similar DPM than stock Scattergun.
What is the trade supposed to be with this weapon? Also, are the 5 jumps intended to be a deathmatching bonus or a form of advanced mobility to access unusual flank routes?
I also similarly have to agree that being able to nullify projectiles by spamming spacebar is not appropriate, especially for a combat class that already has all the tools they need to compete with explosive classes.
I struggle to think of a rework for this weapon because I don't grasp the concept, I don't know what the developers intended when they released this.