I try as much as I can to prioritize headshots as a Commando
Good! Headshotting is integral to playing well as Commando, and honestly, integral to long-term appreciation for this game. If it didn't have that element of skill I would've dropped the game well before I hit 4-digit hours played, maybe even 3-digit hours.
Even if they didn't flatly increase kill efficiency as Commando, they also increase the likelihood that you'll trigger the Zed-Time you're responsible for extending.
And to illustrate that importance:
That's why I don't understand why the SCAR gets a bad rep for being inefficient...
The SCAR is mostly fine, just overkill for trash clearing assuming you can headshot. It is by no means a throw pick and it's still one of the better feeling weapons in the game.
It sounds fine, it's easy to handle recoil-wise both off- and on-perk, and it does kill trash. It's just not one of the best because of how it interacts with headshots vs. most of Commando's late-game arsenal.
The TL;DR of it is that the SCAR on its own is unimpressive, exists in an awkward spot, and it's mostly the T5 upgrade option carrying the SCAR.
Without that upgrade you are basically saving a single bullet on mostly medium Zeds and not a lot else in exchange for overkill on trash compared to other options while simultaneously being worse against larges compared to the AK-12.
With the upgrade you are basically paying $3000 + ammo expenses + not having the FAL in your arsenal to bodyshot Clots.
That doesn't make it non-viable or an objectively terrible weapon in the grand scope of things.** It's just that when you get to the point of hair-splitting there are other better options for min-maxing. Thing is that
if you can reliably headshot(!) it has to compete with two primary rifles in 6P HoE as far as meta choices go: the AK-12 and the 401, and unfortunately it doesn't fare quite as well in the grand scheme of things for players who are already technically skilled enough to not need its one major upside.
Let's break that down.
The ammo is cheap and it's capable of one-tapping Clots, Cysts, Crawlers and Stalkers with body shots. That, IMO, makes it an even more efficient weapon in terms of trash clearing, that you don't need to constantly prioritize headshots with it to get quick kills with minimal ammo consumption, especially if you upgrade it. 67x1.55=104 damage per bullet.
Assume Lv. 25, RXLLR skill tree, 6P HoE.
Any T3 and up hits the 1SBS breakpoint, so that's not a huge achievement. It is an important breakpoint, mind, just not exclusive to the SCAR; even the Bullpup might do that at this point as much as it's been buffed, I honestly forget.
As for Crawlers, well, the starting Varmint Rifle hits the 1SBS on them, so...moving on.
Last time I checked the SCAR hits the 1SBS breakpoint Clots/Cysts/Slashers
only if you upgrade it to Tier 5, which requires a not-insubstantial investment of $1500 plus buying the weapon for $1500. That's not a small sum, especially if you unfortunately die with something else out. Just one more thing to consider in a match re: econ.
I'll grant that this
is a point in its favor compared to the AK-12 and
is objectively a good thing, but again: it's mostly the upgrade that's carrying the weapon. But this comes at a cost: not having the FAL in your loadout. Which locks you out of Fleshpound takedowns.
All this for a better bodyshot breakpoint against
clots. And once you get reliably better at this game you won't need the bodyshots to deal with them because...well, they're clots.
When headshots come into play, it becomes less attractive compared to the AK-12:
- Both weapons share mostly identical TTKs/breakpoints on anything that isn't a Fleshpound
- Meaning SCAR's techically higher damage per bullet is mostly a non-factor against trash Zeds, the thing you will be shooting a lot of
- The AK-12 is actually faster TTK-wise against Scrakes if you can reliably connect the burst-fire chains required to maximize DPS
- T5 AK-12 actually lets you 1-mag Fleshpounds
- ...though the margin for error is quite small
- ...and you won't be killing them before they finish the rage animation
- The AK-12 has a 45-round mag compared to SCAR's 30 rounds and they have very similar reload times, especially w/ reload cancelling, putting total overall weapon uptime in favor of the AK-12
As for the 401, well...the 401 shares mostly identical breakpoints with headshots except for Scrakes and Gorefiends, yet has double the magazine size at a whopping 60 bullets per mag. and a much higher ammo reserve. Math is for nerds, so let's say that adds up to a
lot more dead trash in total.
The Scrake thing isn't
nothing but I should note that it takes about half a mag to kill a Scrake with the 401, and the takedowns are in fact pretty safe because of how much stumble/flinch the 401 inflicts. It's not a first-choice response but it's still there.
The Gorefiend bit is IMO the bigger point in the SCAR's favor because the game absolutely loves spamming those tanky assholes from the very outset of the game on higher difficulties, and requiring three headshots with the 401 means that Gorefiends will be blocking a lot more before you can kill them with the 401 when compared to the SCAR (which only needs two headshots). Thing is, the AK-12 also only needs two headshots for Gorefiends.
So the main question to ask yourself when considering the T5 SCAR vs. other options is: "do I need the 1SBS on Clots enough to spend $3000 and not take the FAL?"
I can safely say in the time I've been playing this game even since the upgrade system debuted that I have never once died and went "man, if only I'd had the T5 SCAR, I could've bodyshotted my way out of this pool of Clots and then I wouldn't be in this mess." But there have been a number of times where I didn't have the FAL and died to one Fleshpound too many.
But IMHO, there's no such thing as "overkill." Not for a Commando at least.
Diminishing returns are absolutely a thing, however, and that's where the aforementioned hair-splitting about efficiency comes into play.
Again: the SCAR is not
bad. Just not the ultimate meta choice. The base game doesn't kill you just for picking it, but other guns will do a better job as you improve at the game. Which mostly entails headshots.
And keep in mind that with all of the stuff I've posted, I am not saying you are objectively a terrible person and/or holding back human progress because you do not pick the 401 + FAL or AK + FAL combo. If I know there are competent anti-HVT players on the team, I'll do AK-12 + SCAR as my loadout and it's like coming home to fresh-cooked comfort food.
Just that the SCAR starts to look worse and worse compared to other options as one improves at the game. If you ask for meta, well, you'll get the meta and an explanation of why it's the meta.
**For the record, I would contend that Commando's only legitimately terrible non-Sentinel weapons when compared to all options are the Tommy Gun, MkB, and Shredder. Maybe the M16 but I actually do enjoy using that from time to time.