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Shotty GoBang
Pro Hic Immortalis
1946
|
Posted - 2013.11.05 18:26:00 -
[1] - Quote
TL/DR: Shotgun Hit Detection has improved. Opportunity for further improvement exists.
Preface: Ran cheap Scout / Shotgun fit to test "specific Shotgun improvements". Caveat: Initial observations after a dozen or so matches; further testing to follow. Note: Shotgun Operation V, Proficiency IV.
Fit: Gallente Scout G/1 (Advanced)
PW: 'Dren' Shotgun SW: 'Toxin' SMG GR: M-1 Locus EQ: Compact Nanohive HS: Cmp Shield (x2) LS: Bsc ArmRep, Enh KinCat
Shield: 226 Armor: 149 Sprint: 8.68 Cost: ~22k
Initial Observations, Itemized ...
Known Issues & Observed Changes (if any)
- Trigger-to-Fire Delay - Unchanged. Slight hesitation still follows trigger pull.
- Blue Flare (Moving Target) - Improved. Observed few, if any, missed shots on target.
- Blue Flare (Stationary Target) - Improved. Observed zero missed shots on target.
- Proficiency Drawback - Improved. No longer necessary to pause between blasts.
Mechanical Counters & Observed Changes
- Bunny Hop (Point-Blank) - Improved. Pellets now register for appropriate damage.
- Bunny Hop (In-Range) - Unchanged. Pellets still appears to register at less or no damage.
- Lateral Strafe (Point-Blank) - Unchanged. Choppy tracking + fire delay = frequent miss.
- Lateral Strafe (In-Range) - Slightly improved, presumably due to HD improvement.
- KB/M Super Strafe (Point-Blank) - Unchanged. Remains highly effective counter.
- KB/M Super Strafe (In-Range) - Unchanged. Remains highly effective counter.
- Backpedal - Unchanged. Remains highly effective counter.
Preliminary Conclusions
- Shotgun Hit Detection has improved.
- Primary concern (Sparkly Blue Flare) appears to have been remedied.
- Secondary concerns (mechanical counters, general weapon balance) remain at issue.
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Foxbat 072
Oberon Orbital Operations
60
|
Posted - 2013.11.05 18:34:00 -
[2] - Quote
Thanks for the info. I haven't gotten a chance to try it out yet. From what I hear it's about what I was expecting. |
LeGoose
SAM-MIK
74
|
Posted - 2013.11.05 18:43:00 -
[3] - Quote
Well it's an improvement. Maybe now I can actually kill those randoms at point blank range when I blast them. |
Cass Caul
234
|
Posted - 2013.11.05 19:03:00 -
[4] - Quote
Remember anti-shotgunner the optimal range for a shotgun is 5m. At 10m effective damage is reduced from 110% to 35% against shields.
backpedal, backpedal, backpedal. Your AR will always win if you see them first.
+ÉߦëddGêÇ -çou -Äll+É-çoGö¦
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Mirataf
WARRIORS 1NC
104
|
Posted - 2013.11.05 19:12:00 -
[5] - Quote
Shotty I'm very intrigued by kB/m super strafing?? Does this mean that if I were to get a kB/m it would improve my lil scout?
I dont suppose you can share a YouTube video so I can see the difference in manouverability and techniques not achievable with ds3.
Cheers in advance |
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
108
|
Posted - 2013.11.05 19:15:00 -
[6] - Quote
Shotty, what are your thoughts on the various tiers of Shotguns. I'm really starting to wonder if they're worth it since the basic Shotgun seems to be pretty close performance wise. Unlike other weapons where the Proto are beast, the Shotgun seems to not have quite the same trade off... |
Shotty GoBang
Pro Hic Immortalis
1955
|
Posted - 2013.11.05 19:27:00 -
[7] - Quote
Mirataf wrote:Shotty I'm very intrigued by kB/m super strafing?? Does this mean that if I were to get a kB/m it would improve my lil scout?
I dont suppose you can share a YouTube video so I can see the difference in manouverability and techniques not achievable with ds3.
Cheers in advance
o7. Don't have screen-capture capability. I'm not sure if switching to KB/M will help you or not as a Scout (I've never tried it). I read lots of complaints from KB/M users, so I'm hesitant to try or recommend it.
I can tell you that a Super Strafer's rapid directional change renders the Shotgun near useless in Optimal Range. KB/M Super Strafing works best on Medium Frames. Tank first blast; dodge the rest. As a Scout, you won't benefit in the same way. The first SG blast is generally sufficient to kill you. |
Iron Wolf Saber
Den of Swords
9943
|
Posted - 2013.11.05 19:29:00 -
[8] - Quote
I love this level of feedback.
CPM 0 Secretary
Omni-Soldier Specialist
Current Theme \\= Advanced Plasma Rifle =// Unlocked
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Shotty GoBang
Pro Hic Immortalis
1956
|
Posted - 2013.11.05 19:40:00 -
[9] - Quote
Ares 514 wrote:Shotty, what are your thoughts on the various tiers of Shotguns. I'm really starting to wonder if they're worth it since the basic Shotgun seems to be pretty close performance wise. Unlike other weapons where the Proto are beast, the Shotgun seems to not have quite the same trade off... Unable to comment. Haven't sufficiently tested Advanced or Proto Tiers since 1.6.
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
108
|
Posted - 2013.11.05 19:47:00 -
[10] - Quote
Shotty GoBang wrote:Ares 514 wrote:Shotty, what are your thoughts on the various tiers of Shotguns. I'm really starting to wonder if they're worth it since the basic Shotgun seems to be pretty close performance wise. Unlike other weapons where the Proto are beast, the Shotgun seems to not have quite the same trade off... Unable to comment. Haven't sufficiently tested Advanced or Proto Tiers since 1.6.
So does this basically imply you don't use Advanced or Proto tiers at all... meaning the basic Shotgun gets the job done. |
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Scheherazade VII
57
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Posted - 2013.11.05 20:17:00 -
[11] - Quote
Shotty GoBang wrote:TL/DR: Shotgun Hit Detection has improved. Opportunity for further improvement exists. Preface: Ran cheap Scout / Shotgun fit to test "specific Shotgun improvements". Caveat: Initial observations after a dozen or so matches; further testing to follow. Note: Shotgun Operation V, Proficiency IV. Fit: Gallente Scout G/1 (Advanced)
PW: 'Dren' Shotgun SW: 'Toxin' SMG GR: M-1 Locus EQ: Compact Nanohive HS: Cmp Shield (x2) LS: Bsc ArmRep, Enh KinCat
Shield: 226 Armor: 149 Sprint: 8.68 Cost: ~22k
Initial Observations, Itemized ... Known Issues & Observed Changes- Trigger-to-Fire Delay - Unchanged. Slight hesitation still follows trigger pull.
- Blue Flare (Moving Target) - Improved. Observed few, if any, missed shots on target.
- Blue Flare (Stationary Target) - Improved. Observed zero missed shots on target.
- Proficiency Drawback - Improved. No longer necessary to pause between blasts.
Mechanical Counters & Observed Changes- Bunny Hop (Point-Blank) - Improved. Pellets now register for appropriate damage.
- Bunny Hop (In-Range) - Unchanged. Pellets still appear to register at less or no damage.
- Lateral Strafe (Point-Blank) - Unchanged. Choppy tracking + fire delay = frequent miss.
- Lateral Strafe (In-Range) - Slightly improved, presumably due to HD improvement.
- KB/M Super Strafe (Point-Blank) - Unchanged. Remains highly effective counter.
- KB/M Super Strafe (In-Range) - Unchanged. Remains highly effective counter.
- Backpedal - Shotgun damage drop-off unchanged; remains effective counter.
Preliminary Conclusions- Shotgun Hit Detection has improved.
- Primary concern (Sparkly Blue Flare) appears to have been remedied.
- Secondary concerns (mechanical counters, weapon balance, weapon range) remain at issue.
well aren't you a god-damned scientist!
GêÜGëêDUST VIDEOSGëêGêÜ
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Mirataf
WARRIORS 1NC
107
|
Posted - 2013.11.05 21:09:00 -
[12] - Quote
Shotty GoBang wrote:Mirataf wrote:Shotty I'm very intrigued by kB/m super strafing?? Does this mean that if I were to get a kB/m it would improve my lil scout?
I dont suppose you can share a YouTube video so I can see the difference in manouverability and techniques not achievable with ds3.
Cheers in advance o7. Don't have screen-capture capability. I'm not sure if switching to KB/M will help you or not as a Scout. I read lots of complaints from KB/M users. I've not tried it, therefore I cannot recommend it. I can tell you that a Super Strafer's rapid directional change renders the Shotgun near useless in Optimal Range. KB/M Super Strafing works best on Medium Frames. Tank first blast; dodge the rest (while hipfiring). As a Scout, you will not benefit in the same way; the first SG blast is generally sufficient to kill you.
Cheers fella, I read your OP incorrectly and thought you were also conveying techniques you were using with kb/m
Got all excited with the possible thought of decent strafing to get in range, for those enemies who's spidey senses tingle and turn when gaining ground.
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Shotty GoBang
Pro Hic Immortalis
1962
|
Posted - 2013.11.05 22:07:00 -
[13] - Quote
In related news (1.6 CQC improvements) ... https://forums.dust514.com/default.aspx?g=posts&m=1466827
^ Nova Knives still aren't cutting it. Gameplay footage inside. |
Shotty GoBang
Pro Hic Immortalis
1965
|
Posted - 2013.11.05 22:58:00 -
[14] - Quote
Ares 514 wrote:So does this basically imply you don't use Advanced or Proto tiers at all... meaning the basic Shotgun gets the job done.
Not at all. I haven't had time today to run Advanced or Proto Shotguns enough to comment on whether or not they're "worth it" at the moment. Historically speaking ...
Skill Progression Shotguns scale poorly with SP investment when compared to other weapons. For example, leveling Operation and Proficiency makes a night-and-day difference with ARs and SMGs. Leveling Shotgun Operation and Proficiency yields nearly imperceptible benefit. In short, some weapons improve dramatically with SP investment; Shotguns are not among them.
Tier Progression The jump from Standard to Advanced is worthwhile. The effective range -- if I'm not mistaken -- on the CRG is slightly better than that of the Standard. In my experience, damage output is nearly the same, but the affect of damage drop-off is less frequently observed when running Advanced. The jump from Advanced to Proto is arguably less worthwhile; minor benefit at major expense.
My position on Skill Progression will likely not change. My position on Tier Progression may change once I've had time to test post-fix Advanced and Proto variants. On both of these points, I defer to Lightning xVx and DJINN Marauder. |
8213
Grade No.2
528
|
Posted - 2013.11.06 03:57:00 -
[15] - Quote
My turn. I actually re-installed the game based on this very thread...
The shot timing was improved, and the hit detection was improved; at least I got hitmarkers where once I didn't. However, something disturbing kept happening. Because of the new AR Aim Assist buff, TTK from ARs is higher, so being in a light frame, I die instantly-er...
But, I would blast a guy, and he wouldn't die. Before I could get my next shot off, I was insta-killed, and the killscreen would show my opponent with 0 Shield and 0 Armor remaining... This happened to me about 20+ times tonight. I find it odd that so many times my shotgun did the EXACT amount of damage as the other guy had in HP... And it would happen going against various fits.
But, I did play one match, where the first half was AMAZING! For the first time ever, I was actually having fun using the Shotgun. Then the game started to lag, and everything permanently dropped to 5fps, and it was ruined. But for that first part, I was having so much fun and really immersed into the moment. That hasn't happened for me with the shotgun, ever!
My conclusion: 1. Hit detection seems to be fixed for the shotgun 2. Something isn't right with the damage calculator 3. The TTK with ARs makes it even more challenging to use
On a side note, I played a couple games against and then squadded with DJINN Marauder. He seemed to be doing alright with the Shotgun, but he did switch a lot to an SCR, so I think his deaths were higher than usual too. |
Shotty GoBang
Pro Hic Immortalis
1982
|
Posted - 2013.11.06 05:24:00 -
[16] - Quote
8213 wrote:My turn. I actually re-installed the game based on this very thread...
The shot timing was improved, and the hit detection was improved; at least I got hitmarkers where once I didn't. However, something disturbing kept happening. Because of the new AR Aim Assist buff, TTK from ARs is higher, so being in a light frame, I die instantly-er...
But, I would blast a guy, and he wouldn't die. Before I could get my next shot off, I was insta-killed, and the killscreen would show my opponent with 0 Shield and 0 Armor remaining... This happened to me about 20+ times tonight. I find it odd that so many times my shotgun did the EXACT amount of damage as the other guy had in HP... And it would happen going against various fits.
But, I did play one match, where the first half was AMAZING! For the first time ever, I was actually having fun using the Shotgun. Then the game started to lag, and everything permanently dropped to 5fps, and it was ruined. But for that first part, I was having so much fun and really immersed into the moment. That hasn't happened for me with the shotgun, ever!
My conclusion: 1. Hit detection seems to be fixed for the shotgun 2. Something isn't right with the damage calculator 3. The TTK with ARs makes it even more challenging to use
On a side note, I played a couple games against and then squadded with DJINN Marauder. He seemed to be doing alright with the Shotgun, but he did switch a lot to an SCR, so I think his deaths were higher than usual too.
Thanks for the reply, 8213. Pleased to see you're back at it. o7
In response to your observations:
Such is the plight of the Shotgun Scout. You manage -- by no small feat -- to sneak into optimal range only to die in fraction of a second once you engage.
The above "test fit" held up quite poorly in close quarters versus ScR and AR fire today. Estimated my TTK to be around 0.3 seconds; worse than observed in 1.5 running the same fit. A shotgun simply can't get shots off fast enough to compensate for a Scout's half-second TTK. Hence brick-tanked Scouts (i.e. Marauder). Even if every blast hits, a Hardened Medium has more than sufficient time to react; if you aren't brick-tanked, you're generally toast before you can place the required second and third blast.
TL/DR - Scouts don't need more HP ... they need sufficient Alpha Damage to kill quickly and stay on the move.
In response to your conclusions:
1. Agree totally. 2. Haven't observed described phenomena (yet). Will keep and eye out. 3. Agreed that opportunity for improvement exists.
- Shotty
PS: Glad you found this thread helpful; means alot for you to say so in light of our past spat :-) |
Vyuru
Bojo's School of the Trades
19
|
Posted - 2013.11.06 06:37:00 -
[17] - Quote
Quote:Shotgun Skill Progression Shotguns scale poorly with SP investment. In the case of the AR or SMG (for example), leveling Operation and Proficiency makes a night-and-day difference. In contrast, leveling Shotgun Operation and Proficiency yields nearly imperceptible benefit. Shotgun Operation can be a detriment at point-blank range, due to choppy CQC tracking and/or target strafe speeds. In short, most weapons improve dramatically with SP investment; Shotguns do not.
FYI, what I am about to say is more on impression than actual fact.
Right now, I think it is worthwhile to take Shotgun Operation up to lvl 5. I have not experienced choppy CQC tracking in 1.7 yet, though I have not played much, and I have been able to land my shots with reasonable accuracy. Lvl 5 Shotgun Operation gives a nice tight grouping, and it seems a bit more damage over the lvl 3 skill that I was running with for awhile.
I will say though that going from lvl 3 - lvl 5 Shotgun Ops in 1.6 almost made the shotgun unusable to me. I had a hard time hitting things all of a sudden, more than usual. I could be running behind someone, we're running in a straight line, shoot, and still miss, I do not have this problem in 1.7, take that as you will.
I think you're spot on with the shotgun tier progression. There might be a reason to run proto shotguns, but I can't see one right now and most definitely not with a scout suit. |
Keeriam Miray
R 0 N 1 N
92
|
Posted - 2013.11.06 08:56:00 -
[18] - Quote
Vyuru wrote:I do not have this problem in 1.7, take that as you will.
o_o so in 1.7 SG HD will be improved even more? some good news from future...
So big, so angry, so dead...
Don't run. You'll only die tired.
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8213
Grade No.2
537
|
Posted - 2013.11.06 09:05:00 -
[19] - Quote
Shotty GoBang wrote:
PS: Glad you found this thread helpful; means alot for you to say so in light of our past spat :-)
Oh... I never hated you, Shotty. Ironic that I've come to befriend some the top Scouts in this game...
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Shotty GoBang
Pro Hic Immortalis
1997
|
Posted - 2013.11.06 15:27:00 -
[20] - Quote
Revision: Trigger-to-Fire Delay - Slightly improved. Slight hesitation still follows trigger pull.
Formerly: Trigger-to-Fire Delay - Unchanged. Slight hesitation still follows trigger pull.
Further Explanation: On "Choppy CQC Tracking" ...
I should've fleshed this one out a 'bit in my original post. When extremely close to a target, the target model moves at a rate faster than you can track, even at 100/100 sensitivity. The closer you get to your target, the more guesswork and luck required to land a center-mass shot. "Choppy tracking" becomes especially apparent at higher levels of Shotgun Operation, when using a Breach, or when Framerate drops due to environmental factors (i.e. latency). |
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Galvan Nized
Deep Space Republic Top Men.
238
|
Posted - 2013.11.06 15:41:00 -
[21] - Quote
In my dealings it feels like much of the technicals failures of the shotgun are better.
However, this revealed such a terrible weapon. It's literally 1 shot the guy or he can turn around and mow you down with an AR before you can get another shot off. ROF is slow to say the least.
This mixed with switch weapon delay means even in optimal if the shotgun doesn't kill you just backpedal, after 10-15m it's a pea shooter. Since you cannot switch weapon fast enough to overcome this you are stuck to much smaller incursions.
Too often have I dealt all but the tiniest sliver of hp with no way to finish.
However, the shotgun has really struggled for a long time and the hit detection just made it unbearable so at least we are headed in the right direction. |
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
108
|
Posted - 2013.11.06 17:16:00 -
[22] - Quote
Shotty GoBang wrote:Ares 514 wrote:So does this basically imply you don't use Advanced or Proto tiers at all... meaning the basic Shotgun gets the job done. Not at all; I use all Shotguns (except Proto Breach). Haven't had time to sufficiently test Advanced or Proto tiers since today's fix. Can't comment on whether they're "worth it" or not since 1.6. Historically speaking ... Shotgun Skill ProgressionShotguns scale poorly with SP investment. In the case of the AR or SMG (for example), leveling Operation and Proficiency makes a night-and-day difference. In contrast, leveling Shotgun Operation and Proficiency yields nearly imperceptible benefit. Shotgun Operation can be a detriment at point-blank range, due to choppy CQC tracking and/or target strafe speeds. In short, most weapons improve dramatically with SP investment; Shotguns do not. Shotgun Tier ProgressionThe jump from Standard to Advanced is worthwhile. The effective range -- if I'm not mistaken -- of the CRG is slightly better than that of the Standard. In my experience, damage output is nearly the same, but the affect of damage drop-off is less frequently observed when running Advanced. The jump from Advanced to Proto is arguably less worthwhile; minor benefit at major expense. My position on Skill Progression will likely not change with 1.6. My position on Tier Progression may change once I've had time to further test Advanced and Proto variants. On both of these points, I defer to Lightning xVx and DJINN Marauder.
I was more referring to in general not just on this build. I usually use the advanced shotgun except on my cheap suit where i use the basic one. I honestly don't find a huge difference between the two (in my experience); however, I feel it's probably worth having an Advanced on my better suits. I have used the proto some lately but honestly can't tell much difference and given the large change in CPU/PG personally don't think it's worth it.
There might be more a difference now though given that the shotgun can actually hit something a few meters away to finish them off. |
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
108
|
Posted - 2013.11.06 17:21:00 -
[23] - Quote
8213 wrote:My turn. I actually re-installed the game based on this very thread...
The shot timing was improved, and the hit detection was improved; at least I got hitmarkers where once I didn't. However, something disturbing kept happening. Because of the new AR Aim Assist buff, TTK from ARs is higher, so being in a light frame, I die instantly-er...
But, I would blast a guy, and he wouldn't die. Before I could get my next shot off, I was insta-killed, and the killscreen would show my opponent with 0 Shield and 0 Armor remaining... This happened to me about 20+ times tonight. I find it odd that so many times my shotgun did the EXACT amount of damage as the other guy had in HP... And it would happen going against various fits.
But, I did play one match, where the first half was AMAZING! For the first time ever, I was actually having fun using the Shotgun. Then the game started to lag, and everything permanently dropped to 5fps, and it was ruined. But for that first part, I was having so much fun and really immersed into the moment. That hasn't happened for me with the shotgun, ever!
My conclusion: 1. Hit detection seems to be fixed for the shotgun 2. Something isn't right with the damage calculator 3. The TTK with ARs makes it even more challenging to use
On a side note, I played a couple games against and then squadded with DJINN Marauder. He seemed to be doing alright with the Shotgun, but he did switch a lot to an SCR, so I think his deaths were higher than usual too.
I think aiming and hit detection has really been improved across the whole game the last two builds; however, this has made the damage output of AR / Scramblers a bit ridiculous (hence all the TTK complaints by people). Ignoring that obvious issue (as well as stacked damage mods with previously mentioned weapons) the shotgun is miles ahead of last build IMO.
Regarding your observations that you did the EXACT amount of damage as the other guy had in HP I have noticed this for sometime. Maybe not exact but if you don't get the kill shot on the first shot it seems that you always reduce them to the same sliver of no life on one shot, especially scouts. Maybe everyone just has the same HP but it seems weird to me as well. The good news is a second shot as they back peddle will finish them off now instead of doing 0 damage!
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Lynn Beck
Granite Mercenary Division
217
|
Posted - 2013.11.11 21:00:00 -
[24] - Quote
Personally, i use the basic breach and a complex damage mod on a standard minmatar light. I've had quite a few wonderful matches with it. One match i managed like 25-6 However the problem still lies in the falloff. I won't be testing this one until Ccp fixes the laser. As i wish to use post nerf weaponry to prove my badassery. Good luck on the shotty research!
-Newly proclaimed Lazor Riffle master-
Armored core fan - life hacks -
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