KING CHECKMATE
TEAM SATISFACTION
886
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Posted - 2013.09.07 06:16:00 -
[1] - Quote
Ok so i tested SOMEf weapons lately and i must say, i'm NOT in favor of aim assist. But now that we have it, it would be good for CCP to know how this affects different weapons and The solution to this. I think that removing it completely is a mistake. I think leaving it as it is , is a mistake. Remember only siths deal in absolutes.... ;) These are the weapons i tested.
-AR's: Even at full range , the aim assist DOES NOT DO A LOT FOR YOU. If you are going against a TAC/SCRAM/LASER you will loose for sure, unless the enemy is a scrub. The Problem is at mid range where the aim assist totally nullifies the weapon's dispersion rate,giving you a sucesful hit of 9 every 10 bullets,even if the enemy is moving at full speed or have a small hit box,say a scout. This needs to be TONED DOWN.
TAC/BURST:At mid range the aim assist is NOT NEEDED AT ALL. The fun of these weapons is the fact you need to AIM,there for we have a sight. I do agree THOU, that at longer ranges the aim assist does work as intended.
LASER RIFLE: Now this is the weapon i've been trying out the most lately.And my personal favorite. Good Job on this one CCP. The sight was a great improvement. Damage from 15 to 17. Good. (not Chromosome GOOd , but usable).I think its at a good place now. SAME WITH TAC/BURST, i dont think the aim assist is needed for mid-close engagements. Not only it takes away the effort of using the weapon BUT it sometimes even messes up my shooting.Today i was shooting a heavy, he was with REALLY LOW HP.I kept shooting at him since i knew he was going to die , and then 2 red dots crossed in front of him. Now even if i was aiming to the heavy's HEAD , the laser decided to follow on of the other reds, the heavy had 2 seconds to take cover, when he should have been dead. Now same as before,at longer ranges it works as intended, helping you follow enemies is important since its a weapon that depends on CONTINUOUS damage,and hitting with a hit scan laser at long ranges and actually follow him for at least 4 seconds is not a feat everybody can do (if anybody) much less me, that im a little blind. So while the aim assist at long ranges is needed, it should be removed at any other range.
THE MASS DRIVER: Well, not much to say.It is a weapon i seldom use in CQ situations and of course the aim assist does nothing to it. If i aim properly i hit, if not well, splash damage. The Assault Mass driver has been specifically powerful in combination with flux grenades to take down 4+ squads solo.I dont think a nerf is in sight ,but a reduction of bullets per clip on mass drivers and a heavy INCREASE of direct damage should be at hand. (4 normal/breach and 6 assault)
FORGE GUN: Well , i was a little disappointed on the forge gun because i use the Kaalakiota one a lot, and lately there is no way i an hit infantry no matter how much i aim.It feels like a Anti-Aim assist protecting enemy red dots.... Im using it specifically as AV now , so of course, i will have to use the Assault one from now on and abuse splash damage if i want to kill reds.
SMG:Me being an old school SMG user i can barely notice the difference since my aiming is flawless with the weapon i cant even notice the aim assist.
Scrambler rifles:Well. I feel the Assault Scrambler being more potent now, with the aim assist nullifying a LOT of the dispersion rate and STILL i dont feel is a strong weapon TBQH. The scrambler rifle only seems to use the aim assist at long ranges,which im not against.
Scrambler pistol: OMG, i mean im speechless. The aim assist is just insane with this weapon. I propose a Dispertion rate reduction and removing Aim assist completely from this weapon. Being shot 4+ times in a row while running in zig zag and jumping with my 10.4 sprinting speed scout is just something i dont think its fair, and i also know it was not player skill.
Shotgun: I dont really know what to say. I feel like it hits now. Not OP, just doing good. The aim assist puts the shotgun in a good place and should be left as it is.Since CCP still cant figure out how to correctly code the hitboxes depending on size, then the aim assist helps to actually being able to hit. Props to the gallante scout that dropped me 10 times in a game with a Dren shotgun (32-10 game and every death from the same guy, what a guy..)
[b]HMG: [/b]The HMG is at a good place right now. I must say it feels really solid yet not OP. Doing its job of shredding enemies in CQ and spraying at longer distances. I cant really feel the aim assist a lot on this one...
I'll keep posting while i test more weapons
Well thats that. My 2 cents |