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Dengru
Royal Uhlans Amarr Empire
140
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Posted - 2013.11.15 02:50:00 -
[1] - Quote
Raising prof on and stacking x amount on ARS and SCRS give them a dps that can dwarf shotguns
The dps of the above stated weapons quickly surpass the damage of the first shotgun blast and can finish most suits before the second shot is fired. Stacking dmg mods on shotguns do not yield a similar ttk. Shotguns need to buffed in this regard as the only consistent 0hk is a headshot.
I think the hit detection, ttk and the constant awareness cheap wallhacks provided by active scanners all give people enough defenses to where if a modded shotgun comes up to you and does 1000 damage it is acceptable. What would really be so bad about that?
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ZeHealingHurts HurtingHeals
Seituoda Taskforce Command Caldari State
431
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Posted - 2013.11.15 02:57:00 -
[2] - Quote
Because they don't even lift. |
Vyzion Eyri
The Southern Legion The Umbra Combine
2027
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Posted - 2013.11.15 02:58:00 -
[3] - Quote
I can kick butt in a militia Minmatar scout with a militia shotgun.
Most times it doesn't work but in maps where there are ridiculously tight corners and confined spaces I just jump into the fray and let loose. Usually die in about 2 seconds but sometmes I nail a protobear.
Also I can 1-shot equipment like a boss now.
But yeah, shotguns aren't too bad it's the fact that scanners win EWAR hands down with no exceptions.
"When nothing is going your way, go out of your way to do nothing."
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Aizen Intiki
Hell's Gate Inc
581
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Posted - 2013.11.15 02:58:00 -
[4] - Quote
The average TTK needs to go up, not down. The Shotty is fine. |
Iron Wolf Saber
Den of Swords
10249
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Posted - 2013.11.15 02:58:00 -
[5] - Quote
HK4M, apply directly to forehead, HK4M
Contact your local war dealer today.
CPM 0 Secretary
Omni-Soldier Specialist
Current Theme \\= Advanced Scrambler Rifle =// Unlocked
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DeadlyAztec11
Gallente Federation
2576
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Posted - 2013.11.15 03:00:00 -
[6] - Quote
I wambo heavies with mine.
Madness is the emergency exit. You can just step outside, and close the door on all those dreadful things that happened.
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Cosgar
ParagonX
7773
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Posted - 2013.11.15 03:01:00 -
[7] - Quote
According to this guy, shotguns aren't "heavy" enough.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Llast 326
An Arkhos
451
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Posted - 2013.11.15 03:03:00 -
[8] - Quote
Cosgar wrote:According to this guy, shotguns aren't "heavy" enough. It had to be said I was wondering who would be the first +1
I am apparently not the only fool
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Dengru
Royal Uhlans Amarr Empire
140
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Posted - 2013.11.15 03:11:00 -
[9] - Quote
Vyzion Eyri wrote:I can kick butt in a militia Minmatar scout with a militia shotgun.
Most times it doesn't work but in maps where there are ridiculously tight corners and confined spaces I just jump into the fray and let loose. Usually die in about 2 seconds but sometmes I nail a protobear.
Also I can 1-shot equipment like a boss now.
But yeah, shotguns aren't too bad it's the fact that scanners win EWAR hands down with no exceptions.
My point is that the shotgun has a lower peak damage than other weapons provide with an equivalent SP investment. Does it really matter to you when a guy does 800 dmg by literally waving his gun at you? Or do you just shrug it off cause its a milita suit an a mlitia weapon? Again my point is that, besides headshots, you cant get a peak damage above the dps of other weapon can generate by beginning fire at your chest. Why is that so? Why is it weird for shotguns to do loads of damage but acceptable for others to do even more? What is even the difference?
also shooting equipment is for scrubs, real men melee two uplinks in the time it takes to shoot one
Iron Wolf Saber wrote:HK4M, apply directly to forehead, HK4M
Contact your local war dealer today.
ok |
Cosgar
ParagonX
7775
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Posted - 2013.11.15 03:17:00 -
[10] - Quote
But in all seriousness, I hope we get more racial shotguns. This game could use a 12-Gauge. (Make it Minmatar PLZ)
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Killar-12
The Corporate Raiders Top Men.
1736
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Posted - 2013.11.15 03:25:00 -
[11] - Quote
Breach if you can do well with it...It's hard to use but it's got great alpha
Level 1 Forum Warrior
I'm a bittervet, if I seem like a douche it's because of your stupidity
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itsmellslikefish
DIOS EX. Top Men.
643
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Posted - 2013.11.15 03:30:00 -
[12] - Quote
Dengru wrote:Raising prof on and stacking x amount on ARS and SCRS give them a dps that can dwarf shotguns The dps of the above stated weapons quickly surpass the damage of the first shotgun blast and can finish most suits before the second shot is fired. Stacking dmg mods on shotguns do not yield a similar ttk. Shotguns need to buffed in this regard as the only consistent 0hk is a headshot. I think the hit detection, ttk and the constant awareness cheap wallhacks provided by active scanners all give people enough defenses to where if a modded shotgun comes up to you and does 1000 damage it is acceptable. What would really be so bad about that?
Lol
Prof 3 Nuke Tuber
Wyrnspire's Forum Squire
Join DIOS EX
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calvin b
Molon Labe. RISE of LEGION
945
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Posted - 2013.11.15 03:34:00 -
[13] - Quote
I love my Dren SG and can drop most heavies in 3 hits. I proved that today time and time again. I think the problem is most are trying to stay at a distance with a SG, no you have to get in there and Shove it up there A** Thats how you use the SG
Do not eat the yellow snow
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Dengru
Royal Uhlans Amarr Empire
142
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Posted - 2013.11.15 03:36:00 -
[14] - Quote
calvin b wrote:I love my Dren SG and can drop most heavies in 3 hits. I proved that today time and time again. I think the problem is most are trying to stay at a distance with a SG, no you have to get in there and Shove it up there A** Thats how you use the SG
im glad you were here to teach me, how can i ever repay you |
Shotty GoBang
Pro Hic Immortalis
2235
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Posted - 2013.11.15 03:40:00 -
[15] - Quote
+1 for Shotgun Buff to damage and range. SG damage output hasn't kept pace with Uprising's ever-increasing eHP.
(Shotgun Operation V, Proficiency V) |
Tectonic Fusion
560
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Posted - 2013.11.15 03:40:00 -
[16] - Quote
For me, the only shotgun that works is the Credon, which takes up more space than a Duvolle surprisingly. But I gotta say, lower their price by 1/4th and they are fine.
Solo Player
Squad status: Locked
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Cosgar
ParagonX
7784
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Posted - 2013.11.15 03:42:00 -
[17] - Quote
calvin b wrote:I love my Dren SG and can drop most heavies in 3 hits. I proved that today time and time again. I think the problem is most are trying to stay at a distance with a SG, no you have to get in there and Shove it up there A** Thats how you use the SG After seeing Ghazbaran's video about the HMG, I have a creeping suspicion that the shotgun works about the same way in that you need your target completely lined up in the center. Hope he does some testing on it soon.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Dengru
Royal Uhlans Amarr Empire
144
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Posted - 2013.11.15 03:47:00 -
[18] - Quote
Shotty GoBang wrote:+1 for Shotgun Buff to damage and range. SG damage output hasn't kept pace with Uprising's ever-increasing eHP.
(Shotgun Operation V, Proficiency V)
yes I think it needs to be effective 10m
With nerfs to strafing and speed tanking, its really difficult at times to close what in all honesty is an arbitrary difference of space when being peppered with fire that quickly totals over 400 dps. |
Tectonic Fusion
560
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Posted - 2013.11.15 03:49:00 -
[19] - Quote
Dengru wrote:Shotty GoBang wrote:+1 for Shotgun Buff to damage and range. SG damage output hasn't kept pace with Uprising's ever-increasing eHP.
(Shotgun Operation V, Proficiency V) yes I think it needs to be effective 10m With nerfs to strafing and speed tanking, its really difficult at times to close what in all honesty is an arbitrary difference of space when being peppered with fire that quickly totals over 400 dps. At least 60% effective at 10m. But like 80% at 8m.
Solo Player
Squad status: Locked
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pseudosnipre
DUST University Ivy League
344
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Posted - 2013.11.15 03:55:00 -
[20] - Quote
120% at dry-hump range |
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Tectonic Fusion
561
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Posted - 2013.11.15 03:59:00 -
[21] - Quote
pseudosnipre wrote:120% at dry-hump range 150%*
Solo Player
Squad status: Locked
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THEAMAZING POTHEAD
Nyain San Proficiency V.
533
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Posted - 2013.11.15 04:36:00 -
[22] - Quote
With scanners and ARs and ScRs being as insanely good as they are now, with scouts being garbo & dropsuits stacking EHP as much as possible theres no doubt that either the shotty needs a buff or something else has to change in the metagame to accommodate the shottys usage, lest it continue to be UP. |
GRIM GEAR
Isuuaya Tactical Caldari State
46
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Posted - 2013.11.15 05:23:00 -
[23] - Quote
One way to increase shotgun damage output would be to change the profiency to 3% damage per level instead of the existing 3% to rate of fire per level. Use the original shotgun profiency the 3 percent faster rof per level as a shotgun skill in the exact same way as the gallente ar and minmatar smg have sharpshooter.
I think this solution would help immensely even a further 10% damage increase on top of what i have previously mentioned would be a 25% damage increase with profiency 5, which will help alot with the shotgun catching up to other weapons dps wise and the hit point increase.
It's a bird!
No it's a plane!
Never mind it's just my shotgun in your face!
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Sgt Kirk
SyNergy Gaming EoN.
2802
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Posted - 2013.11.15 05:27:00 -
[24] - Quote
I'd like more range with the thing. |
GRIM GEAR
Isuuaya Tactical Caldari State
46
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Posted - 2013.11.15 05:38:00 -
[25] - Quote
Sgt Kirk wrote:I'd like more range with the thing.
Yes it would be nice if they reverted back to the shotgun range in chromosome and i'm not talking about sharpshooter, CCP actually halfed the range on the weapon itself give or take a metre/yard.
It's a bird!
No it's a plane!
Never mind it's just my shotgun in your face!
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pseudosnipre
DUST University Ivy League
346
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Posted - 2013.11.15 07:49:00 -
[26] - Quote
Had a Latino in a g-1 assault tank a breach shotgun round at 5m after playing against some aussies in proto Calgary logi suits tanking 3 rounds from my crg3 art 5m... |
Ghost Kaisar
R 0 N 1 N
850
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Posted - 2013.11.15 07:54:00 -
[27] - Quote
Llast 326 wrote:Cosgar wrote:According to this guy, shotguns aren't "heavy" enough. It had to be said I was wondering who would be the first +1
God, I seriously hope this becomes the stuff of forum legend.
People probably look at this and wonder why we think it's so funny
"All war is deception." "He who knows when he can fight and when he cannot, will be victorious" -Sun Tzu
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Oswald Rehnquist
577
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Posted - 2013.11.15 07:54:00 -
[28] - Quote
The shotgun is at its strongest now that its been for a while, and I'm able to two shot kill most peeps, using a militia at the perfect distance with a headshot you can register around 450-500 damage.
I know this because I literally only took one shot in a game, got one kill, heard the headshot noise, and the match ended. Seems sufficient to me, doesn't mean it doesn't deserve a buff, but its definitely usable.
Below 28 dB
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Ghost Kaisar
R 0 N 1 N
850
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Posted - 2013.11.15 07:57:00 -
[29] - Quote
Oswald Rehnquist wrote:The shotgun is at its strongest now that its been for a while, and I'm able to two shot kill most peeps, using a militia at the perfect distance with a headshot you can register around 450-500 damage.
I know this because I literally only took one shot in a game, got one kill, heard the headshot noise, and the match ended. Seems sufficient to me, doesn't mean it doesn't deserve a buff, but its definitely usable.
But seriously, in what world does a shotgun need two shots to kill infantry in it's optimal range. It's a shotgun for crying out loud. Stopping power is it's middle name. Right now, the shotty only has stumbling power.
Also, I shouldn't have to get headshots with a shotty at point blank to kill someone. Source: IT'S A FREAKING SHOTGUN
"All war is deception." "He who knows when he can fight and when he cannot, will be victorious" -Sun Tzu
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Cat Merc
Ahrendee Mercenaries EoN.
4422
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Posted - 2013.11.15 08:19:00 -
[30] - Quote
DPS isn't everything. The shotgun relies on Alpha.
Imagine an assault rifle rhat does 1000 damage but has 0.3 bullets per second fire rate. DPS would be 333, but you wouldn't call it underpowered would you? Anyway, buff shotty range, it does enough damage.
Oculus Felis Semper Vigilant
Beta Vet
Level 4 Forum Warrior
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Dengru
Royal Uhlans Amarr Empire
144
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Posted - 2013.11.15 08:32:00 -
[31] - Quote
Cat Merc wrote:DPS isn't everything. The shotgun relies on Alpha.
Imagine an assault rifle rhat does 1000 damage but has 0.3 bullets per second fire rate. DPS would be 333, but you wouldn't call it underpowered would you? Anyway, buff shotty range, it does enough damage.
Shoo! |
Acturus Galaxy
Happy Pumpkin
174
|
Posted - 2013.11.15 09:07:00 -
[32] - Quote
Ghost Kaisar wrote:Oswald Rehnquist wrote:The shotgun is at its strongest now that its been for a while, and I'm able to two shot kill most peeps, using a militia at the perfect distance with a headshot you can register around 450-500 damage.
I know this because I literally only took one shot in a game, got one kill, heard the headshot noise, and the match ended. Seems sufficient to me, doesn't mean it doesn't deserve a buff, but its definitely usable. But seriously, in what world does a shotgun need two shots to kill infantry in it's optimal range. It's a shotgun for crying out loud. Stopping power is it's middle name. Right now, the shotty only has stumbling power. Also, I shouldn't have to get headshots with a shotty at point blank to kill someone. Source: IT'S A FREAKING SHOTGUN
Because everyone hates one hit kill weapons. There was allot of QQ in Chromosome about the powerful shotguns, I remember running heavy and being killed by 1-2 hits from shotguns. I sure feared shotguns but they also seemed cheap to use. This was also the reason as I remember that proficiency was changed for the shotguns to avoid too high dps per shot.
Personally I find the shotgun fine as it is working today after running scout the last 3 weeks. It is only reasonable that a militia or standard shotgun cannot one shot kill heavies and advanced/proto tanked suits. You would need a proto shotgun, damage mods and aim for the head, this can only be reasonable considered the opponent is using proto modules to tank the suit. It would be very unfair if you can run a basic scout with militia shotguns and one hit kill proto suits.
Maybe it might need a small adjustment, it is not until 1.6 that hit detection actually works for the shotgun and it have been impossible to try and balance it until this fix was implemented.
Even though I have started to use the shotgun more regularly I would not like to see the same dps as in chromosome. Here a scout could run into a crowd and kill 5 players, one shot to kill each player. Now you have to sneak up on the opponent in your skinny scout and shoot them in the back. Or use a medium/heavy frame with the shotgun if you prefer direct confrontations.
I have a proto logi and have been killed plenty of times by shotguns to the back even tanked close to 800-900ehp. If you engage me head on with a militia shotgun without surprise element you can be sure to loose the encounter.
I lave have a 1400ehp heavy, and I must admit the only scouts that I really fear in this suit has been knova knife scouts. For some reason shotgun scouts rarely jump on my back when in a heavy suit. Maybe an acknowledgement that the heavy/hmg at least is a threat to scouts
And just for the record, I have spend enough SP to get my scout to level5 but my shotgun skills is only at level 2. Using the breach shotgun with two shots is enough for most of my victims, a few requires a follow up scrambler shot. I look forward to skill into proto shotguns.
Your problems could be that you have been spoiled and used to the high dps and long range shotguns from chromosome that you find the current shotguns UP. |
Grease Spillett
Ancient Exiles.
80
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Posted - 2013.11.15 09:14:00 -
[33] - Quote
Got shot in the face by exmaple core today. It hurt but I walked away and he didn't I am an ar, 3 damaged modded, armor heavy logi and I need to die more often than I do. I can stomp any suit. I can scan, blow stuff up, replenish, and be right back in the fight for myself in no time.
I endorse shotguns being a tad better.
Cause maple should have killed me. For realz.
Next time you see me, bring more friends.
http://www.youtube.com/watch?v=gBM5hM5LdDw
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Acturus Galaxy
Happy Pumpkin
174
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Posted - 2013.11.15 09:22:00 -
[34] - Quote
Grease Spillett wrote:Got shot in the face by exmaple core today. It hurt but I walked away and he didn't I am an ar, 3 damaged modded, armor heavy logi and I need to die more often than I do. I can stomp any suit. I can scan, blow stuff up, replenish, and be right back in the fight for myself in no time.
I endorse shotguns being a tad better.
Cause maple should have killed me. For realz.
May I ask if you are using mouse or ds3? I do not wish a discussion on what is better as I think both a fairly equal at the moment each having advantages in certain area.
With a mouse I can quickly turn around and counter the sneaky scout, but it takes longer with the ds3. Long enough that a SG user gets at least 2 shots before I start to aim at him. With the mouse on the other hand, I can turn around quickly, do miss the aim assist but spraying wildly is often enough to counter scouts with little ehp. |
Dengru
Royal Uhlans Amarr Empire
144
|
Posted - 2013.11.15 09:49:00 -
[35] - Quote
Acturus Galaxy wrote: Your problems could be that you have been spoiled and used to the high dps and long range shotguns from chromosome that you find the current shotguns UP.
there is no reason to get proto shotguns, one of the fundamental problems with shotguns is that the proto ones are not that better than the CRG/K5.
Are you saying SCRS with dmg mods dont zap that hp faster? When I think of the damage potential all these others weapons have, and how even the milita variants can unleash similar damage I am not seeing whats so bad about OHK shotguns? Your basically being killed in the span of time by a scrambler |
Acturus Galaxy
Happy Pumpkin
174
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Posted - 2013.11.15 10:06:00 -
[36] - Quote
Dengru wrote:Acturus Galaxy wrote: Your problems could be that you have been spoiled and used to the high dps and long range shotguns from chromosome that you find the current shotguns UP.
there is no reason to get proto shotguns, one of the fundamental problems with shotguns is that the proto ones are not noticebly stronger than the CRG/K5. Are you saying ARS and SCRS with dmg mods dont zap that 800hp faster? When I think of the damage potential all these others weapons have, and how even the milita variants can unleash similar damage I am not seeing whats so bad about OHK shotguns? Your basically being killed in the span of time by a scrambler
I cannot speak for the proto shotgun, only for the basic and advanced, have used plenty of aur advanced shotguns. I do better with the advanced than the basic, not by a large margin but it somehow gets me more kills without having to switch to my sidearm.
I have prof 3 in AR and have been able to test the difference between the shotgun and AR plenty of times with the black hawk scout suit. Also have two dragonfly suits setup with the Exile and basic shotgun. I have better success using the shotgun sneaking up behind red dots than using the AR. I get the kill faster with the shotgun than the AR, with the shotgun I can walk away without a scratch in most encounters while I often have do some jumping and strafing with the AR getting hit in return.
Even with my much larger amount of SP spend in AR, I still find the shotgun better WHEN I have the surprise moment. Do I encounter someone head-on I prefer the AR as the opponent will backpedal fast and get out of the shotguns optimal range.
My Duvolle with three damage mods surely zaps one faster than my standard shotgun. I wonder how the proto shotgun with three damage mods would do? Proto shotgun would in one shot do 39,6*12*1,25=594, the breach would do 47,5*12*1,25=712. Not that many have more than 712 if they are running damage mods. And two shots is enough to take down most heavies.
The scout using Allotek Breack without damage mods would do 47,5*12=570, with the surprise on your side, you should be able to pull off two shots with a total damage of 1140. How many would survive this?!? The scout are skinny and should only engange when you have the surprise moment on your side, the opponent has to be extremely skilled with quick reflexes to get away within 1 second from being hit by the first shot before the second shot impacts. Getting a headshot with the shotgun would deal much more damage.
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Korvin Lomont
United Pwnage Service RISE of LEGION
212
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Posted - 2013.11.15 10:25:00 -
[37] - Quote
GRIM GEAR wrote:One way to increase shotgun damage output would be to change the profiency to 3% damage per level instead of the existing 3% to rate of fire per level. Use the original shotgun profiency the 3 percent faster rof per level as a shotgun skill in the exact same way as the gallente ar and minmatar smg have sharpshooter. I think this solution would help immensely even a further 10% damage increase on top of what i have previously mentioned would be a 25% damage increase with profiency 5, which will help alot with the shotgun catching up to other weapons dps wise and the hit point increase.
I have suggested this before +1 this exception on proficiency is stupid.
Imho the SG has the following problems/misconceptions.:
- in order to hit your enemy he must be dead center in you circle (same as described here)
- the operation skill reduces spread but this is somehow strange for a shotgun
- the proficiency skill increases the rof on a high alpha weapon = bad idea (especially if used by scouts) |
Shutter Fly
Molon Labe. RISE of LEGION
98
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Posted - 2013.11.15 10:42:00 -
[38] - Quote
Acturus Galaxy wrote: ...
My Duvolle with three damage mods surely zaps one faster than my standard shotgun. I wonder how the proto shotgun with three damage mods would do? Proto shotgun would in one shot do 39,6*12*1,25=594, the breach would do 47,5*12*1,25=712. Not that many have more than 712 if they are running damage mods. And two shots is enough to take down most heavies.
The scout using Allotek Breack without damage mods would do 47,5*12=570, with the surprise on your side, you should be able to pull off two shots with a total damage of 1140. How many would survive this?!? The scout are skinny and should only engange when you have the surprise moment on your side, the opponent has to be extremely skilled with quick reflexes to get away within 1 second from being hit by the first shot before the second shot impacts. Getting a headshot with the shotgun would deal much more damage.
The issue with the proto shotgun's damage is that, while an AR or ScR user can easily sacrifice HP and then hang back to deal damage from a distance, a shotgun MUST close the gap and engage directly. When you are against prototype gear, that is never an easy task.
With the Breach dealing 712 HP of damage with two damage mods, that is lower than it should be. Even with proficiency it takes a long time to fire two Breach SG rounds, more than enough time for an AR to kill you with the small amount of health they have remaining. For the CreoDron, it takes 3 damage mods just to get it to 600 damage, that is a huge eHP sacrifice, and you still have to get within 4m to even do that much damage. If you have even one shot that is just slightly off, or the enemy manages to create some distance, you are already going to need at least 3 shots to kill.
Also, only a Medium suit can even fit 3 DMs on a proto SG, the scout Gk.0 only has one high and the Mk.0 would either run out of CPU or die to about two Duvolle bullets. |
Acturus Galaxy
Happy Pumpkin
174
|
Posted - 2013.11.15 11:19:00 -
[39] - Quote
Shutter Fly wrote:Acturus Galaxy wrote: ...
My Duvolle with three damage mods surely zaps one faster than my standard shotgun. I wonder how the proto shotgun with three damage mods would do? Proto shotgun would in one shot do 39,6*12*1,25=594, the breach would do 47,5*12*1,25=712. Not that many have more than 712 if they are running damage mods. And two shots is enough to take down most heavies.
The scout using Allotek Breack without damage mods would do 47,5*12=570, with the surprise on your side, you should be able to pull off two shots with a total damage of 1140. How many would survive this?!? The scout are skinny and should only engange when you have the surprise moment on your side, the opponent has to be extremely skilled with quick reflexes to get away within 1 second from being hit by the first shot before the second shot impacts. Getting a headshot with the shotgun would deal much more damage.
The issue with the proto shotgun's damage is that, while an AR or ScR user can easily sacrifice HP and then hang back to deal damage from a distance, a shotgun MUST close the gap and engage directly. When you are against prototype gear, that is never an easy task. With the Breach dealing 712 HP of damage with two damage mods, that is lower than it should be. Even with proficiency it takes a long time to fire two Breach SG rounds, more than enough time for an AR to kill you with the small amount of health they have remaining. For the CreoDron, it takes 3 damage mods just to get it to 600 damage, that is a huge eHP sacrifice, and you still have to get within 4m to even do that much damage. If you have even one shot that is just slightly off, or the enemy manages to create some distance, you are already going to need at least 3 shots to kill. Also, only a Medium suit can even fit 3 DMs on a proto SG, the scout Gk.0 only has one high and the Mk.0 would either run out of CPU or die to about two Duvolle bullets.
That is true and I am not trying to say the shotgun is perfect. But imagine that the damage is increased and a medium frame with three damage mods equips it. He can run around one hit killing everyone, it has to be balanced to take into account that a damaged moded medium frame can use it as well. The scouts advantage which makes it up for not being able to equip tons of damage mods is to get the surprise moment on your side. If you as scout run out to a red dot that are looking at you, then I would not expect the scout to survive if it is an opponent in proto gear.
You would need proto equipment yourself to beat another proto, it would be unfair to have dragonflies running around with milita shotguns one hit killing 200k isk expensive proto suits.
Why equip complex plates and complex shield extenders if you are one shooted by standard or advanced shotguns? An end game proto players has to have at least a small chance to react.
Are we looking at this from two different views?
A. You have the surprise moment, and have shot your opponent in the back. He has under a second to react before you get the second lethal shot off. B. You jump up in front of your opponent, you have the surprise moment, but the players has started to react before you get the first shot off, already back pedaling and starting to shoot at you.
I say in scenario A the scout will win in most of the encounters, in B you much more rely on high dps and very quick reflexes to avoid being hit, speed tanking and at the same time getting the second and third shot in. It sounds like most go for B. The description of the shotgun does say something about sneaking up or jumping up close at the opponent, as if the shotgun should be viable in both scenarios.
I personally play after A, never approach the red dot if he is facing me on the tachnet and only approach if I know they are unaware of my presence. Playing as Gallente scout this works fine and how the suit is made for I think. I can imagine it being more difficult with the minja where you are supposed to win encounters of type B where you move in close quikly no matter if they know you are coming or not and quickly win the encounter.
Maybe it is only the minmartar that need something to improve their alpha damage as they are less suited for stealth as the Gallente? |
GRIM GEAR
Isuuaya Tactical Caldari State
49
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Posted - 2013.11.15 11:27:00 -
[40] - Quote
Acturus Galaxy wrote:Dengru wrote:Acturus Galaxy wrote: Your problems could be that you have been spoiled and used to the high dps and long range shotguns from chromosome that you find the current shotguns UP.
there is no reason to get proto shotguns, one of the fundamental problems with shotguns is that the proto ones are not noticebly stronger than the CRG/K5. Are you saying ARS and SCRS with dmg mods dont zap that 800hp faster? When I think of the damage potential all these others weapons have, and how even the milita variants can unleash similar damage I am not seeing whats so bad about OHK shotguns? Your basically being killed in the span of time by a scrambler I cannot speak for the proto shotgun, only for the basic and advanced, have used plenty of aur advanced shotguns. I do better with the advanced than the basic, not by a large margin but it somehow gets me more kills without having to switch to my sidearm. I have prof 3 in AR and have been able to test the difference between the shotgun and AR plenty of times with the black hawk scout suit. Also have two dragonfly suits setup with the Exile and basic shotgun. I have better success using the shotgun sneaking up behind red dots than using the AR. I get the kill faster with the shotgun than the AR, with the shotgun I can walk away without a scratch in most encounters while I often have do some jumping and strafing with the AR getting hit in return. Even with my much larger amount of SP spend in AR, I still find the shotgun better WHEN I have the surprise moment. Do I encounter someone head-on I prefer the AR as the opponent will backpedal fast and get out of the shotguns optimal range. My Duvolle with three damage mods surely zaps one faster than my standard shotgun. I wonder how the proto shotgun with three damage mods would do? Proto shotgun would in one shot do 39,6*12*1,25=594, the breach would do 47,5*12*1,25=712. Not that many have more than 712 if they are running damage mods. And two shots is enough to take down most heavies. The scout using Allotek Breack without damage mods would do 47,5*12=570, with the surprise on your side, you should be able to pull off two shots with a total damage of 1140. How many would survive this?!? The scout are skinny and should only engange when you have the surprise moment on your side, the opponent has to be extremely skilled with quick reflexes to get away within 1 second from being hit by the first shot before the second shot impacts. Getting a headshot with the shotgun would deal much more damage.
I don't want to rain on your parade but who said anything about getting a second shot off; i'm finding that you get gunned down most of the time before you can get a second shot off and that's sneaking up behind them. Here's another example if you bump into a redberry wielding an ar in a door way unless you get a head shot your dead, you get your first shot off they return fire you die and they have 100-200 armour left.
It's a bird!
No it's a plane!
Never mind it's just my shotgun in your face!
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Acturus Galaxy
Happy Pumpkin
174
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Posted - 2013.11.15 11:38:00 -
[41] - Quote
GRIM GEAR wrote:Acturus Galaxy wrote:Dengru wrote:Acturus Galaxy wrote: Your problems could be that you have been spoiled and used to the high dps and long range shotguns from chromosome that you find the current shotguns UP.
there is no reason to get proto shotguns, one of the fundamental problems with shotguns is that the proto ones are not noticebly stronger than the CRG/K5. Are you saying ARS and SCRS with dmg mods dont zap that 800hp faster? When I think of the damage potential all these others weapons have, and how even the milita variants can unleash similar damage I am not seeing whats so bad about OHK shotguns? Your basically being killed in the span of time by a scrambler I cannot speak for the proto shotgun, only for the basic and advanced, have used plenty of aur advanced shotguns. I do better with the advanced than the basic, not by a large margin but it somehow gets me more kills without having to switch to my sidearm. I have prof 3 in AR and have been able to test the difference between the shotgun and AR plenty of times with the black hawk scout suit. Also have two dragonfly suits setup with the Exile and basic shotgun. I have better success using the shotgun sneaking up behind red dots than using the AR. I get the kill faster with the shotgun than the AR, with the shotgun I can walk away without a scratch in most encounters while I often have do some jumping and strafing with the AR getting hit in return. Even with my much larger amount of SP spend in AR, I still find the shotgun better WHEN I have the surprise moment. Do I encounter someone head-on I prefer the AR as the opponent will backpedal fast and get out of the shotguns optimal range. My Duvolle with three damage mods surely zaps one faster than my standard shotgun. I wonder how the proto shotgun with three damage mods would do? Proto shotgun would in one shot do 39,6*12*1,25=594, the breach would do 47,5*12*1,25=712. Not that many have more than 712 if they are running damage mods. And two shots is enough to take down most heavies. The scout using Allotek Breack without damage mods would do 47,5*12=570, with the surprise on your side, you should be able to pull off two shots with a total damage of 1140. How many would survive this?!? The scout are skinny and should only engange when you have the surprise moment on your side, the opponent has to be extremely skilled with quick reflexes to get away within 1 second from being hit by the first shot before the second shot impacts. Getting a headshot with the shotgun would deal much more damage. I don't want to rain on your parade but who said anything about getting a second shot off; i'm finding that you get gunned down most of the time before you can get a second shot off and that's sneaking up behind them. Here's another example if you bump into a redberry wielding an ar in a door way unless you get a head shot your dead, you get your first shot off they return fire you die and they have 100-200 armour left.
Odd, I nearly always get a second shot off when I have sneaked up on a red berry, that is if they survive the first hit by my breach shotgun aimed at their heads. Only heavy tanked Gallente seems to need a seond shot to get through their thick armor skin. And about jumping into a doorway where one or several red dots are pointing their ARs ready to shoot at a skinny scout is suicide. I would never do that, leave this to frontline assaults that has the armor to survive the fire returned from inside the door. Move around the building and take them from behind.
I think they need to create several scout classes, one that suits your need, an extremely quick and high dps role. And another scout role similar to what we have in the Gallente for the stealthy ewar type of role. I start to see the problem being different opinions about the scout role, one with your view for a hunter role common in many games, light armored with high damage. And another whom prefer the stealthy utility type which gathers intel, sneaks behind enenmy lines, hacks stuff and backstabs high ranked generals. etc. |
Shutter Fly
Molon Labe. RISE of LEGION
98
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Posted - 2013.11.15 11:49:00 -
[42] - Quote
I don't think SG should be OHKing anything above their own tier level. I just find that they fall short against similar gear, and sometimes against lower level gear.
The issue with your scenarios is that neither of those situations are usually achievable by a medium frame. Yes, if SG damage was to be increased, a medium frame with DMs would be able to deal a lot of damage, but they would still have to get withing 5m to get the chance. Getting that close both undetected and unscathed is extremely difficult for any medium frame suit, especially in a PRO vs. PRO environment. Medium suits cannot dampen efficiently, and they cannot reliably speed tank. Getting in close is hard enough as it is.
For the scouts, they don't apply damage wise. You are still assuming that the SG will be able to 2HK from behind, but with a scout's limited fitting, that very likely won't be the case. For the second, I agree that it isn't how a scout should be getting most of their kills, but it still should be a matter of getting 2 shots off, as 3 is obscenely difficult in most situations.
The Gallente is definitely much better than the Minmatar at this. I don't think that issue is with the weapon, it is the suit itself that needs readjustment. The Gallente is already difficult to reliably kill with the SG, only a select few are able to consistently pull it off. I can't really give much of a verdict on scouts, as I am just recently starting to skill into a Gal scout, as I am tired of trying to make the Min Ass a viable shotgun suit. |
Shutter Fly
Molon Labe. RISE of LEGION
98
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Posted - 2013.11.15 11:55:00 -
[43] - Quote
Acturus Galaxy wrote:
Odd, I nearly always get a second shot off when I have sneaked up on a red berry, that is if they survive the first hit by my breach shotgun aimed at their heads. Only heavy tanked Gallente seems to need a seond shot to get through their thick armor skin. And about jumping into a doorway where one or several red dots are pointing their ARs ready to shoot at a skinny scout is suicide. I would never do that, leave this to frontline assaults that has the armor to survive the fire returned from inside the door. Move around the building and take them from behind.
I think they need to create several scout classes, one that suits your need, an extremely quick and high dps role. And another scout role similar to what we have in the Gallente for the stealthy ewar type of role. I start to see the problem being different opinions about the scout role, one with your view for a hunter role common in many games, light armored with high damage. And another whom prefer the stealthy utility type which gathers intel, sneaks behind enenmy lines, hacks stuff and backstabs high ranked generals. etc.
Sorry for the double post, wanted to give a quick response to this.
As you said, you haven't had the chance to run Proto shotguns. From this, I take it you haven't used them in a completely Proto environment, like PC.
Believe me, in PC, shotguns do not OHK anyone. That is the perspective I'm making my observations from. |
DEZKA DIABLO
Unkn0wn Killers
41
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Posted - 2013.11.15 11:55:00 -
[44] - Quote
Dengru wrote:Acturus Galaxy wrote: Your problems could be that you have been spoiled and used to the high dps and long range shotguns from chromosome that you find the current shotguns UP.
there is no reason to get proto shotguns, one of the fundamental problems with shotguns is that the proto ones are not that better than the CRG/K5. Are you saying SCRS with dmg mods dont zap that hp faster? When I think of the damage potential all these others weapons have, and how even the milita variants can unleash similar damage I am not seeing whats so bad about OHK shotguns? Your basically being killed in the span of time by a scrambler I totally agree, speed shotgunning in weak suits needs to be what it was, BUT a guy in a caldari assault can run over 9.18 with 700 HP an still pack awesome meta 7 gear, scouts run slower with HALF the HP, which would make med frames extremely dangerous an almost ftom if shottys get that power, imagine a swarm of caldari assaults with ohk shotguns an proto smgs, core nades, scanners an an proto hives!
A squad of that with a bezerker speed heavy sg/ smg,hold the whole city .
I agree 100% but I think if they increased range an halved the ROF you would have what you want , an it would stay with true shot gunners not get the FTOM nerf a month later. |
Acturus Galaxy
Happy Pumpkin
174
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Posted - 2013.11.15 12:11:00 -
[45] - Quote
Shutter Fly wrote:I don't think SG should be OHKing anything above their own tier level. I just find that they fall short against similar gear, and sometimes against lower level gear.
The issue with your scenarios is that neither of those situations are usually achievable by a medium frame. Yes, if SG damage was to be increased, a medium frame with DMs would be able to deal a lot of damage, but they would still have to get withing 5m to get the chance. Getting that close both undetected and unscathed is extremely difficult for any medium frame suit, especially in a PRO vs. PRO environment. Medium suits cannot dampen efficiently, and they cannot reliably speed tank. Getting in close is hard enough as it is.
For the scouts, they don't apply damage wise. You are still assuming that the SG will be able to 2HK from behind, but with a scout's limited fitting, that very likely won't be the case. For the second, I agree that it isn't how a scout should be getting most of their kills, but it still should be a matter of getting 2 shots off, as 3 is obscenely difficult in most situations.
The Gallente is definitely much better than the Minmatar at this. I don't think that issue is with the weapon, it is the suit itself that needs readjustment. The Gallente is already difficult to reliably kill with the SG, only a select few are able to consistently pull it off. I can't really give much of a verdict on scouts, as I am just recently starting to skill into a Gal scout, as I am tired of trying to make the Min Ass a viable shotgun suit.
The standard breach shotgun gets allot of kills, it only have 2 shots meaning every shot have to hit and jumping on multiple targets are out of the question. The scan range on the Gallente scout suit makes a big difference being able to approach red dots from behind and having really low scanning profile. I usually get over ambitious after the first 4-5 kills and moves in before securing they are not looking my way, which reminds me how little ehp I have.
I am sorry to hear the min ass is not useable with the shotgun, I thought it would work on that suit having speed and descent tank. Need more closed urban maps for that playstyle as many of the open maps are challenging as a shotgun scout. Usually involves allot of running but it does give allot of warpoints from hacking and taking down red dot snipers trying to avoid the red blob moving across the map.
I am trying to combine my scout with a quick LAV and dropship. To quickly being able to cross large distances, it is fun trying to maneuver a dropship at really low altitude to avoid forgegunners at high speed. Only use it to get from one side of the map to the other to place some drop links. |
Sgt Kirk
SyNergy Gaming EoN.
2805
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Posted - 2013.11.15 12:15:00 -
[46] - Quote
DEZKA DIABLO, I agree.
Something that could solve this, and many armor tankers have been saying this since last year is to make the bio enhancement modules for the highslots. It's a damn Gallente Support module for crying out loud besides damage mods armor tanks don't have anything to put on their highslots outside of using that peasant shielding. |
Acturus Galaxy
Happy Pumpkin
174
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Posted - 2013.11.15 12:23:00 -
[47] - Quote
Shutter Fly wrote:Acturus Galaxy wrote:
Odd, I nearly always get a second shot off when I have sneaked up on a red berry, that is if they survive the first hit by my breach shotgun aimed at their heads. Only heavy tanked Gallente seems to need a seond shot to get through their thick armor skin. And about jumping into a doorway where one or several red dots are pointing their ARs ready to shoot at a skinny scout is suicide. I would never do that, leave this to frontline assaults that has the armor to survive the fire returned from inside the door. Move around the building and take them from behind.
I think they need to create several scout classes, one that suits your need, an extremely quick and high dps role. And another scout role similar to what we have in the Gallente for the stealthy ewar type of role. I start to see the problem being different opinions about the scout role, one with your view for a hunter role common in many games, light armored with high damage. And another whom prefer the stealthy utility type which gathers intel, sneaks behind enenmy lines, hacks stuff and backstabs high ranked generals. etc.
Sorry for the double post, wanted to give a quick response to this. As you said, you haven't had the chance to run Proto shotguns. From this, I take it you haven't used them in a completely Proto environment, like PC. Believe me, in PC, shotguns do not OHK anyone. That is the perspective I'm making my observations from.
No, I do my best to avoid proto red dots at any chance unless I am running in my own proto suit with proto weapon. I do have a proto scout with duvolle which is extremely fun
About scout facing proto players. Proto players often run in packs, and I am running alone when in scout suit. I would never try to approach them with a shotgun, just to think about the rain of core locus grenades and mass drivers that very quickly will kill my scout. I have enganged single proto players with my shotgun a few times, I have no statistics of the outcome but do not expect to win if I am running in dragonfly suit or advanced suit with advanced shotgun.
I have been in two PC matches and have no wishes to participate in more PC matches. The bombardment of core locus grenades is too much, use of office gear etc. Why do we not have an officer shotgun?!?! |
Acturus Galaxy
Happy Pumpkin
174
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Posted - 2013.11.15 12:25:00 -
[48] - Quote
Sgt Kirk wrote:DEZKA DIABLO, I agree.
Something that could solve this, and many armor tankers have been saying this since last year is to make the bio enhancement modules for the highslots. It's a damn Gallente Support module for crying out loud besides damage mods armor tanks don't have anything to put on their highslots outside of using that peasant shielding.
The proto Gallente scout only have 1 high slot and will not be able to use bio modules if they are for the highslots |
Sgt Kirk
SyNergy Gaming EoN.
2805
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Posted - 2013.11.15 12:31:00 -
[49] - Quote
Acturus Galaxy wrote:Sgt Kirk wrote:DEZKA DIABLO, I agree.
Something that could solve this, and many armor tankers have been saying this since last year is to make the bio enhancement modules for the highslots. It's a damn Gallente Support module for crying out loud besides damage mods armor tanks don't have anything to put on their highslots outside of using that peasant shielding. The proto Gallente scout only have 1 high slot and will not be able to use bio modules if they are for the highslots I think that will only affect the Gallente Scouts (scouts in general) who stack kinetic kats. at the start of the game to get to the objective first.
Outside of that there won't be anything too dramatic for scouts (or at least for the way I use them which is the primitive eWarfare system we have now) |
Cass Caul
291
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Posted - 2013.11.15 18:06:00 -
[50] - Quote
Sgt Kirk wrote:Acturus Galaxy wrote:Sgt Kirk wrote:DEZKA DIABLO, I agree.
Something that could solve this, and many armor tankers have been saying this since last year is to make the bio enhancement modules for the highslots. It's a damn Gallente Support module for crying out loud besides damage mods armor tanks don't have anything to put on their highslots outside of using that peasant shielding. The proto Gallente scout only have 1 high slot and will not be able to use bio modules if they are for the highslots I think that will only affect the Gallente Scouts (scouts in general) who stack kinetic kats. at the start of the game to get to the objective first. Outside of that there won't be anything too dramatic for scouts (or at least for the way I use them which is the primitive eWarfare system we have now)
lolno. Biotic Modules belong in the low slots. They are the infantry version of afterburners and capacitor expanders. Speed vs Armor is the trade off for Gallente, and the rest of the races to an extent. Damage mods and armor tanking go hand in hand like a Thorax with Blaster Turrets
And although I think the Shotgun needs a serious range buff, probably doubling the optimal range** and decreasing its incredibly steep falloff I'd like to point out one thing to the OP.
Minmatar suits are not for CQC. As far as notable Minmatar Assault Shotgunners go, Oha-Yo and Dengru are up there in fame. But my Gallente Scout will always be infinitely better at CQC than your Minmatar suit. CQC people were drawn in by their base speed, but that really doesn't help.
+ÉߦëddGêÇ -çou -Äll+É-çoGö¦
A girl, on the internet?! I roll to disbelieve.
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Joel II X
AHPA
154
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Posted - 2013.11.15 19:07:00 -
[51] - Quote
I only have shotgun operation 3 and just 2 days started using them. I run MLT Light suit, dmg modifier, kincat, shotty, SMG, and a locus. I went 30-14 in domination match against plenty of ADV heavies. I don't want to hear your s**t. |
Dengru
Royal Uhlans Amarr Empire
149
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Posted - 2013.11.15 20:37:00 -
[52] - Quote
DEZKA DIABLO wrote: I totally agree, speed shotgunning in weak suits needs to be what it was, BUT a guy in a caldari assault can run over 9.18 with 700 HP an still pack awesome meta 7 gear, scouts run slower with HALF the HP, which would make med frames extremely dangerous an almost ftom if shottys get that power, imagine a swarm of caldari assaults with ohk shotguns an proto smgs, core nades, scanners an an proto hives!
A squad of that with a bezerker speed heavy sg/ smg,hold the whole city .
I agree 100% but I think if they increased range an halved the ROF you would have what you want , an it would stay with true shot gunners not get the FTOM nerf a month later.
That's not as good of a fit as the numbers would indicate, and a Cal assault wouldn't be able to fit all of those things onto one suit. It would necessarily need to be a swarm of gallente logis. That is the true Worst Case Scenario
Cass Caul wrote:
lolno. Biotic Modules belong in the low slots. They are the infantry version of afterburners and capacitor expanders. Speed vs Armor is the trade off for Gallente, and the rest of the races to an extent. Damage mods and armor tanking go hand in hand like a Thorax with Blaster Turrets
And although I think the Shotgun needs a serious range buff, probably doubling the optimal range** and decreasing its incredibly steep falloff I'd like to point out one thing to the OP.
Minmatar suits are not for CQC. As far as notable Minmatar Assault Shotgunners go, Oha-Yo and Dengru are up there in fame. But my Gallente Scout will always be infinitely better at CQC than your Minmatar suit. CQC people were drawn in by their base speed, but that really doesn't help.
I think the damage drop off is one of the biggest issues.
Alot of the time i'll just look at the info graph and see how low my efficiency rating is despite it be an arbitrary distance away from the opponent.
I can see why people were annoyed by the range they previously had but this is absurd.
I think if the range was boosted along the lines tectonic outlined, it would not be that big of an issue because visually there is not a big difference and often these ranges are dictated by the environment.
And yeah I'm done with that assault suit now In retrospect certain factors made it viable, but the meta has changed and it simply does not work in a competitive match anymore |
Mortedeamor
WASTELAND JUNK REMOVAL
728
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Posted - 2013.11.15 20:41:00 -
[53] - Quote
mlt shotguns 1 shot proto suits...ur crazy if u think shotguns are weak |
Dengru
Royal Uhlans Amarr Empire
149
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Posted - 2013.11.15 20:46:00 -
[54] - Quote
Just read the thread instead of being blithe. |
Cass Caul
314
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Posted - 2013.11.16 21:20:00 -
[55] - Quote
Dengru wrote:Just read the thread instead of being blithe.
Hey, listen! The MLT shotgun does 480 base damage and can fire once every 0.8 seconds, With 2 complex damage mods and a headshot at point blank range-which doesn't take any skill at all btw- that means you deal 800 damage!
It's not like the weapon has an optimal range of 5m, or by 10m you only do 37% to shields, or it does 0 damage by 15m. You're out there shooting people in the head with a MLT shotgun from halfway across the map! and you get a headshot every time! Shotguns are so over powered!
+ÉߦëddGêÇ -çou -Äll+É-çoGö¦
A girl, on the internet?! I roll to disbelieve.
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Dengru
Royal Uhlans Amarr Empire
150
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Posted - 2013.11.17 08:10:00 -
[56] - Quote
Some peoples sole experiences with shotguns are using mlt shotguns on their garbage pub fits, and the other portion of their experience is being killed by people doing that same thing. It is so ridiculous, everytime I see a thread about shotguns these people swoop in with their awesome feats with mlt shotguns...
At this stage, hitscan weapons might as well just summon walls of fire that kills everything that passes through it.. active scanners might as well be the the skies blackening and the 4 horseman of the apocalypse arising from fissures in the earth to encircle you! All these things that cripple my movement around already linear environments that favor midrange weapons, and I can barely damage a milita suit with a Creodron 8 meters away. Why? What is so unfair about being killed at that range? Strafing within 5m of someone? Oh hey he just backed up 3 meters LOL 39 percent less damage
There are so many limitations on shotgun and maybe some of you think it changes when you get peripheral modules like proto catalyzers, yet it doesn't! I always tell people that even though a scout or medium frame may seem like it's running fast, that's all just a trick on your eyes just spray at them and watch the glory of a hitbox that rewards you just as much for hitting the arm as the torso |
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