Page Contents Current As of Patch: | 2023-02-08 |
Skorpios | |||
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The Skorpios was created as an outdoor SMG to bolster the survivability of the Vanu Sovereignty's frightening Wraith squads when their cloaked Flashes were past running condition. | |||
Costs | |||
Cert Cost: | Unavailable ![]() | ||
DC Cost: | Unavailable ![]() | ||
General Info | |||
Empire: | ![]() | ||
Can Use: | ![]() ![]() ![]() ![]() ![]() | ||
Weapon Type: | SMG | ||
Fire Rate: | 750 RPM | ||
Muzzle Velocity: | 360m/s | ||
Effective Range: | Short | ||
Fire Modes: | Auto | ||
Headshot Multiplier: | 2x | ||
ADS Move Speed Multiplier: | 0.75x | ||
Equip Time: | 650 ms | ||
Damage[?] | |||
Max Damage: | 143 before 10m | ||
Min Damage: | 91 after 40m | ||
Reload Speed | |||
Reload Speed: | 1.74s | ||
Heat Reload Stats[?] | |||
Heat Recovery: | 286 | ||
Heat Recovery Delay: | 0.28s | ||
Overheat Penalty: | 1.74s | ||
Ammunition | |||
Magazine Size: | 25 | ||
Ammunition Pool: | ![]() | ||
Heat per Shot: | 40 | ||
Heat Capacity: | 999 | ||
Accuracy[?] | |||
Hip | Aim | ||
Crouch | Still: | 1 | 0.3 |
Move: | 1.25 | 0.3 | |
Stand | Still: | 1 | 0.3 |
Move: | 1.5 | 0.3 | |
Bloom per Shot: | 0.05 | 0.05 | |
Recoil[?] | |||
Vertical: | 0.2 | ||
Horizontal, Min/Max: | 0.3/0.392 | ||
Horizontal Tolerance: | 0.9 | ||
Angle Min/Max: | 25°/25° | ||
Bias: | ā | ||
Recoil Decrease: | 18 | ||
First Shot Recoil Multiplier: | 2x | ||
Data Sources? | |||
Census DBG API source: | |||
Census LF API source: | Skorpios API Data |
The Skorpios is a submachine gun available to the Vanu Sovereignty. It is unlocked upon completion of the Master Submachine Guns directive.
The Skorpios is an 'auraxium' variant of the Eridani SX5, sharing most of the same base stats and decorated with a special 'auraxium' camo. Compared to the base weapon, the Skorpios has its ammo pool converted into a heat-based one and features a built-in Vented Power Coreāin exchange for a harsher recoil angle, it does not have a long reload penalty.
Attachments[]
Attachments |
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Optic | |||||||
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HS/NV Scope (1x)![]() ![]() ![]() | Nanite Systems' HS/NV scope has no magnification, but provides high contrast outlines to nearby objects and illuminates nearby soldiers. | ||||||
HPR Reflex (1x)![]() ![]() ![]() | Designed as a replacement for standard iron sights in close-quarters combat, the Holo-Projected Reticle sight creates and accurate dot-and-circle reticle above the top rail. More reticles for this sight available, see full article. | ||||||
VHO Reflex (2x)![]() ![]() ![]() | The revolutionary Vanu Holo-Optic reflex utilizes nanotechnology to project a circle and dot reticle. Additionally, it features a 2X magnitude zoom for better performance in urban combat scenarios. More reticles for this sight available, see full article. | ||||||
VMS (3.4x)![]() ![]() ![]() | The Vanu Marksman's Scope is the standard for mid-range engagements. It uses a minimalist chevron reticle inside of its Vanu-styled housing. | ||||||
V3 Holo (3.4x)![]() ![]() ![]() | Within its ornate triangular hosuing, the V3 Holo uses a red dot sight and 3.4x magnification for mid-range combat scenarios. | ||||||
OG-4 (4x)![]() ![]() ![]() | Created to better suit carbines and assault rifles for support roles, the OG-4's simple crosshair allows the user to make accurate shots at a distance. It uses 4x magnification perfect for mid-range fights. | ||||||
CSZ (4x)![]() ![]() ![]() | The CSZ's 4x magnification make it a favorite amongst designated marksmen in the Vanu Sovereignty. This scope uses a triple chevron reticle. |
Barrel | |||||||
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Compensator![]() ![]() ![]() | A compensator redirects gases upward, reducing vertical recoil by 30%, and increasing hipfire cone of fire by 15%. The added sound pressure causes the player to show on the minimap 35m farther away. | ||||||
Hybrid Suppressor![]() ![]() ![]() | A hybrid suppressor reduces weapon noise, muzzle flash, and prevents the player from showing on the minimap when firing, but bullet velocity is reduced by 20%. |
Rail | |||||||
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Darklight Flashlight![]() ![]() ![]() | The rail mounted Darklight Flashlight can illuminate hostile cloaked infiltrators and dark areas but the light can give away your position. The light can be turned on and off with Toggle Attachment hotkey. | ||||||
Forward Grip![]() ![]() ![]() | A forward grip increases control of the weapon, reducing horizontal recoil by 25%, but increases equip time by 0.15 sec. | ||||||
Laser Sight![]() ![]() ![]() | A laser sight increases the user's hipfire accuracy by 33%. |
Ammo | |||||||
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High Velocity Ammunition![]() ![]() ![]() | High Velocity Ammunition increases the weapon's projectile velocity by 10% and minimum damage range by 20 meters, but reduces the weapon's maximum damage range by 2 meters. | ||||||
Soft Point Ammunition![]() ![]() ![]() | Soft Point Ammunition increases the weapon's maximum damage range by 5 meters, but reduces its projectile velocity by 10%. | ||||||
Unstable Ammunition![]() ![]() ![]() | Unstable Ammunition significantly increases the size of projectiles fired while reducing headshot bonus damage by 80%. |
Heat[]
- Main article: Weapon Mechanics#Heat
The Skorpios uses a heat-based ammunition pool, in contrast to the standard magazine system most infantry weaponry use. Heat replaces the weapon's magazines with a meter that fills while the gun is firing, and dissipates passively when it is not.
Skorpios has a heat capacity of 999 and generates 40 heat per shot, giving it an effective no-breaks magazine size of 25 rounds. It has a recovery delay of 0.28 seconds, before dissipating 286 heat per secondāthe equivalent of 5.72 rounds per second.
If overheated, the weapon must be reloaded to cool it, incurring a forced reload time of 1.74 seconds.
Damage Fall-off[]
Stats in yellow are with Soft Point Ammunition, and stats in orange are with High Velocity Ammunition.
- 143 before 10 meters (15 meters) (8 meters)
- 125 at 20 meters (23 meters) (26 meters)
- 112 at 27 meters (29 meters) (39 meters)
- 100 at 34 meters (35 meters) (51 meters)
- 91 at 40 meters (40 meters) (60 meters)
Effectiveness[]
Versus Vehicles | |||
Vehicle | Armor Facing | Shots to Kill | |
Before 10m | After 40m | ||
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- | 53 (on fire @ 42) | 83 (on fire @ 66) |
Composite Armor 4 | - | 69 (on fire @ 55) | 108 (on fire @ 86) |
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- | 135 (on fire @ 108) | 212 (on fire @ 170) |
Composite Armor 4 | - | 162 (on fire @ 130) | 254 (on fire @ 203) |
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- | Immune | |
Blockade Armor 4 | - | Immune | |
Deployment Shield 4 | - | Immune | |
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- | Immune | |
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Front/Top | Immune | |
Side | |||
Rear | |||
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Front/Top | Immune | |
Side | |||
Rear | |||
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Front/Top | Immune | |
Side | |||
Rear | |||
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Front/Top | Immune | |
Side | |||
Rear | |||
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- | 84 (on fire @ 68) | 132 (on fire @ 106) |
Composite Armor 4 | - | 93 (on fire @ 74) | 146 (on fire @ 117) |
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Front/Side/Top/Rear | 210 (on fire @ 168) | 330 (on fire @ 264) |
Bottom | 420 (on fire @ 336) | 660 (on fire @ 528) | |
Composite Armor 4 | Front/Side/Top/Rear | 242 (on fire @ 194) | 380 (on fire @ 304) |
Bottom | 483 (on fire @ 387) | 759 (on fire @ 607) | |
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- | 164 (on fire @ 131) | 257 (on fire @ 206) |
Composite Armor 4 | - | 180 (on fire @ 144) | 283 (on fire @ 226) |
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- | Immune | |
Composite Armor 4 | - | Immune | |
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- | Immune | |
Composite Armor 4 | - | Immune | |
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- | Immune |
Ribbons and Medals[]
It is possible to earn both Ribbons and Medals while using the Skorpios. Each ribbon is a standard reward for achieving a set amount of kills with the submachine gun. Medals are awarded upon reaching kill milestones with the weapon.
Ribbon(s)[]
Ribbon | Icon | Requirements |
Skorpios Service Ribbon |
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10 kills |
Medals[]
Medal | Icon | Requirement | Award |
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No Medal | ![]() |
0 kills | N/A |
Copper Medal | ![]() |
10 kills | 2 ![]() |
Silver Medal | ![]() |
60 kills | 10 ![]() |
Gold Medal | ![]() |
160 kills | 20 ![]() |
Auraxium Medal | ![]() |
1,160 kills | 200 ![]() |
Trivia[]
- The Skorpios is likely named after 'Scorpius', a constellation visible from Earth typically depicted as a scorpion, and with the name similarly translating to 'scorpion'. Scorpius is notable for being one of the eight constellations of the zodiac, constellations that exist within the apparent path of the Sun throughout the year.
History[]
- February 2, 2017 Update
- Now properly restores one magazine per tick from ammo boxes
- Max damage range from 10 to 8
- Min damage range from 48 to 60
- ADS Cone of Fire from 0.2 to 0.3
- Vertical recoil from 0.3 to 0.2
- Recoil angle from 20 to 15
- Horizontal recoil from 0.3/0.392 to 0.225/0.294
- Horizontal recoil tolerance from 0.9 to 0.675
- Short reload from 1.74sec. to 2.08sec.
- Long reload from 2.8sec. to 3.36sec.
- August 15, 2018 Update
- Velocity from 378 to 396
- September 15, 2021 Update
- Fixed projectile sizes that were smaller than the standard on the following weapons:
- Skorpios (VS Auraxium SMG)
- March 30, 2022 Update
- Is now a heat-based weapon with manual reload.
- Consecutive shots before overheat set to 20.
- Overheat penalty set to 1.74sec.
- Heat recovery delay set to 0.28sec.
- Heat ammo recovers 5.72 rounds per second.
- Dev Note: Removed the long-range integrated attachments for this weapon in exchange for a built-in Vented Power Core.
- May 4, 2022 Update
- Updates to usability here bridge the gap between what felt off about the first pass, and how we'd like these weapons to perform overall. Heat weapons don't use traditional short/long reloads, and only use their overheat value for a reload (this is an unresolved issue with all heat weapons with a manual reload,) and we've brought the directive weapon overheat values in line with those weapons' short reloads.
- Reload/Overheat penalty remains at 1.74sec.
- Shots before overheat from 20 to 25.
- Dev Note: To replace some of the built-in function of the previous Vented Power Core, it's been given minor mag size benefit despite the heat standardization, and kept the added recoil penalty from Vented Power Core in exchange.
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