Pages: [1] 2 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Cody Sietz
Bullet Cluster Legacy Rising
1460
|
Posted - 2013.11.18 16:36:00 -
[1] - Quote
I've never needed them, but now I can't 3 hit heavies or 2 hit Logis anymore.
Should I run a dmg mod or what? |
DUST Fiend
OSG Planetary Operations Covert Intervention
7731
|
Posted - 2013.11.18 16:37:00 -
[2] - Quote
Back when I was primarily a shotgun scout I never used them, though I did have a Breach shotgun heavy fit that used two complex damage mods. That fit was glorious back in the day.
I don't shotgun enough anymore to really know, though one might not hurt too much
Words / Vids / OSG
|
Leovarian L Lavitz
NECROM0NGERS
778
|
Posted - 2013.11.18 16:38:00 -
[3] - Quote
Cody Sietz wrote:I've never needed them, but now I can't 3 hit heavies or 2 hit Logis anymore.
Should I run a dmg mod or what? Run the breach + damage mods. Enjoy. 2 hit heavies, 1 hit everything else
Omni-Soldier
Few are my equal in one of these specialties, and there are none who can compare in all of them.
|
Cody Sietz
Bullet Cluster Legacy Rising
1461
|
Posted - 2013.11.18 16:39:00 -
[4] - Quote
Breach is cool, but requires skill that I dont have.
Guess I gotta start practicing. |
Drapedup Drippedout
G.U.T.Z
78
|
Posted - 2013.11.18 16:40:00 -
[5] - Quote
I don't have any points in shotty. But love the Dren bpo shotty on the Dren scout. I found instead of Dmg mods, speed tanking with shields is most effective (1 armor plate in low with kin cat). Once you break the 8.6/8.7 m/s barrier, hit detection drops on you drops noticeably.
Burn shields with ScP, then clean up with shotty. Or just focus on headshots (sounds basic, but makes a HUGE difference) Just a suggestion, it seems to work well for me. |
DUST Fiend
OSG Planetary Operations Covert Intervention
7733
|
Posted - 2013.11.18 16:40:00 -
[6] - Quote
Cody Sietz wrote:Breach is cool, but requires skill that I dont have.
Guess I gotta start practicing. The breach needs one additional round in the clip.
I think normal shotguns are where it's at now, you can't really snipe with the breach like you used to.
Words / Vids / OSG
|
Leovarian L Lavitz
NECROM0NGERS
780
|
Posted - 2013.11.18 16:41:00 -
[7] - Quote
Cody Sietz wrote:Breach is cool, but requires skill that I dont have.
Guess I gotta start practicing. Great! The breach is even better when you have buddies with it. It's probably one of the only breach weapons that are good at doing what's on the label, breaching, imo.
Omni-Soldier
Few are my equal in one of these specialties, and there are none who can compare in all of them.
|
Cody Sietz
Bullet Cluster Legacy Rising
1461
|
Posted - 2013.11.18 16:45:00 -
[8] - Quote
Drapedup Drippedout wrote:I don't have any points in shotty. But love the Dren bpo shotty on the Dren scout. I found instead of Dmg mods, speed tanking with shields is most effective (1 armor plate in low with kin cat). Once you break the 8.6/8.7 m/s barrier, hit detection drops on you drops noticeably.
Burn shields with ScP, then clean up with shotty. Or just focus on headshots (sounds basic, but makes a HUGE difference) Just a suggestion, it seems to work well for me. I enjoy kincats, but I've been using cardio mods and being able to run wayyyyy longer really works for me. The trade being you can circle around but can't run away as quickly.
|
Cody Sietz
Bullet Cluster Legacy Rising
1461
|
Posted - 2013.11.18 16:47:00 -
[9] - Quote
DUST Fiend wrote:Cody Sietz wrote:Breach is cool, but requires skill that I dont have.
Guess I gotta start practicing. The breach needs one additional round in the clip. I think normal shotguns are where it's at now, you can't really snipe with the breach like you used to. It's not even the 2 rounds that kill me, it's the time between firing. I have my prof to 4 and it still feels like forever between shots. |
Cody Sietz
Bullet Cluster Legacy Rising
1462
|
Posted - 2013.11.18 16:49:00 -
[10] - Quote
Leovarian L Lavitz wrote:Cody Sietz wrote:Breach is cool, but requires skill that I dont have.
Guess I gotta start practicing. Great! The breach is even better when you have buddies with it. It's probably one of the only breach weapons that are good at doing what's on the label, breaching, imo. It's a good trade off for sure, tons of dmg but a small mag. I think the breach FG is another good example. |
|
Thumb Green
Novashift
508
|
Posted - 2013.11.18 16:52:00 -
[11] - Quote
I don't use the shotgun but if I did I would use damage mods. Assuming you use the regular proto you're doing up to around 522 damage each time you pull the trigger (roughly 627 with the breach variant). Slap on 1 damage mod and it's around 574 and a 2nd it's around 620 (689 & 744 for the breach). This is assuming 12 pellets per shot & that each pellet hits; it also takes into account the extra 10% damage all handheld weapons got after uprising. It does not take into account the head shot modifier.
Never mind the president, let's overgrow the government.
|
Rynoceros
Rise Of Old Dudes
1328
|
Posted - 2013.11.18 16:53:00 -
[12] - Quote
I don't in any current builds, but I have on the past. Now, I load up on Complex Biotics and Complex Reps in my lows and can't fit them.
I would load up on Sidearm Damage Modifiers, if you have CPU headroom.
Cheeseburgers.
|
Dengru
Royal Uhlans Amarr Empire
151
|
Posted - 2013.11.18 17:00:00 -
[13] - Quote
It's pointless to do that because not every fight will be within your optimal range, so at any given time you're losing a significant amount of damage. There's nothing like having on two dmg mods and doing 50% less dmg because of damage dropoff. |
Cody Sietz
Bullet Cluster Legacy Rising
1463
|
Posted - 2013.11.18 17:08:00 -
[14] - Quote
Thumb Green wrote:I don't use the shotgun but if I did I would use damage mods. Assuming you use the regular proto you're doing up to around 522 damage each time you pull the trigger (roughly 627 with the breach variant). Slap on 1 damage mod and it's around 574 and a 2nd it's around 620 (689 & 744 for the breach). This is assuming 12 pellets per shot & that each pellet hits; it also takes into account the extra 10% damage all handheld weapons got after uprising. It does not take into account the head shot modifier. I had no idea that's how many pellets we were firing. I thought it was only 8-10. Maybe I will give a complex dmg mod a try. |
Rei Shepard
The Rainbow Effect
1036
|
Posted - 2013.11.18 17:20:00 -
[15] - Quote
Leovarian L Lavitz wrote:Cody Sietz wrote:I've never needed them, but now I can't 3 hit heavies or 2 hit Logis anymore.
Should I run a dmg mod or what? Run the breach + damage mods. Enjoy. 2 hit heavies, 1 hit everything else
Lovely combo, except ....like when you are right behind me ....then i would have liked you had a soft harmless kitty equiped to pad me with...but that aint gonna happen i guess :/
Winner of the EU Squad Cup
"Go Go Power Rangers!"
"Accuracy"
|
Thumb Green
Novashift
509
|
Posted - 2013.11.18 17:27:00 -
[16] - Quote
Cody Sietz wrote:Thumb Green wrote:I don't use the shotgun but if I did I would use damage mods. Assuming you use the regular proto you're doing up to around 522 damage each time you pull the trigger (roughly 627 with the breach variant). Slap on 1 damage mod and it's around 574 and a 2nd it's around 620 (689 & 744 for the breach). This is assuming 12 pellets per shot & that each pellet hits; it also takes into account the extra 10% damage all handheld weapons got after uprising. It does not take into account the head shot modifier. I had no idea that's how many pellets we were firing. I thought it was only 8-10. Maybe I will give a complex dmg mod a try.
Well I have the slightest clue how many pellets are being fired because like I said I don't use the shotgun. I just seen someone say that's how many in a thread a good while back and a lot of people agreed. So those numbers could be completely wrong.
Also forgot to mention that those numbers were assuming one was using complex damage mods but I guess everyone assumes those are being used.
Never mind the president, let's overgrow the government.
|
Cass Caul
317
|
Posted - 2013.11.18 18:00:00 -
[17] - Quote
it's been confirmed that it is 12 pellets.
But the breach is in a bad place. The weapon's description says it trades the wide reticle for longer range, but both shtogun types have the same range, 5 meters.
Headshot bonus is 150%
And to whoever said to shred shields with a scrambler pistol, that is a bad idea. Shotgun = Hybrid blaster = 110% damage to shield and 90% damage to armor Scrambler Pistol = Laser Weapon = 120% shields and 80% armor
There's really no problem with pairing 2 shield damaging weapons, but don't use them like that. If a shotgun wielder hs a scrambler pistol, either (1) Use the scrambler pistol to troll them, once they take the bait around a corner blast them with the shotgun. (2) or use t as a secondary light weapon. a full clip of the Viziam or Carthum can take out a prototype suit just as fast-if not faster- than the shotgun but at 3-4 times the range.
As far as using a damage mod goes, it depends on the suit. If you're using a Gallente suit or Caldari go for it, Minmatar you shouldn't, and Amarr suits are versatile enough that it's your choice
+ÉߦëddGêÇ -çou -Äll+É-çoGö¦
A girl, on the internet?! I roll to disbelieve.
|
Iron Wolf Saber
Den of Swords
10379
|
Posted - 2013.11.18 18:01:00 -
[18] - Quote
Only if the guy surviving killed you had a sliver of life would you need to throw a damage mod on your shotguns.
CPM 0 Secretary
Omni-Soldier Specialist
Current Theme \\= Advanced Scrambler Rifle =// Unlocked
|
Cody Sietz
Bullet Cluster Legacy Rising
1465
|
Posted - 2013.11.18 19:02:00 -
[19] - Quote
Cass Caul wrote:it's been confirmed that it is 12 pellets.
But the breach is in a bad place. The weapon's description says it trades the wide reticle for longer range, but both shtogun types have the same range, 5 meters.
Headshot bonus is 150%
And to whoever said to shred shields with a scrambler pistol, that is a bad idea. Shotgun = Hybrid blaster = 110% damage to shield and 90% damage to armor Scrambler Pistol = Laser Weapon = 120% shields and 80% armor
There's really no problem with pairing 2 shield damaging weapons, but don't use them like that. If a shotgun wielder hs a scrambler pistol, either (1) Use the scrambler pistol to troll them, once they take the bait around a corner blast them with the shotgun. (2) or use t as a secondary light weapon. a full clip of the Viziam or Carthum can take out a prototype suit just as fast-if not faster- than the shotgun but at 3-4 times the range.
As far as using a damage mod goes, it depends on the suit. If you're using a Gallente suit or Caldari go for it, Minmatar you shouldn't, and Amarr suits are versatile enough that it's your choice I run a Gallente scout, with a assault smg for anything past 3-5 meters out. I have prof 4 in smgs so it saves me a dmg mod.
I tried using it on my Gallete Assault, the fitting reduction is nice but the suit moves too slow to be effective with a shotgun/scanner combo. |
CharCharOdell
1558
|
Posted - 2013.11.18 19:09:00 -
[20] - Quote
I find that being 1 complex damage mod is pretty good. It's like a free duvolle shotgun.
J just use a Mlt light MN M-1 with 2 kinkats
OR
A Dren g-1 scout with 1 damage mod (complex) a cardiac reg and a reactive plate. Works nicely for how cheap it is.
Gùñ-é-º+¼+ò+¦GÖÑ+ú+ú+¡ GÖÑ'Ðe+ü+üGùÑ
Gùú -ä>-üð+++Ç++§<-¡<-¡ Gùó
Speaker of the Mangrove / King of QQ / Co-Founder of the Learning Coalition
|
|
Shotty GoBang
Pro Hic Immortalis
2289
|
Posted - 2013.11.18 19:13:00 -
[21] - Quote
Cody Sietz wrote:I dont run DMG mods on my shotgun, am i doing it wrong?
I find Damage Amps useful on hard-hitting SGs (Creodron, Duvolle Specialist, KR-17 and Allotek Breach). One Complex Damage Amp on these weapons will generally reduce your blasts-to-kill by one. High eHP MedFrames and Heavies will still require 2+ blasts.
I'd recommend running a Shield Extender rather than Damage Amp if you're using a lower-end Shotgun (CRG, K5, Standard, etc.). In my experience, blasts-to-kill on these weapons are generally the same, with or without a Damage Amp. Lightning xVx routinely runs a K5; I defer to his expertise, should his observations differ from mine.
Lastly, you're not the only Scout having problems with Shotgun flank attacks. The Shotgun's damage output has not kept pace with Uprising's eHP buffs and the arguably over-effective performance of mid-range weapons in CQC.
|
Seymor Krelborn
DUST University Ivy League
1234
|
Posted - 2013.11.18 19:17:00 -
[22] - Quote
im not a fan of breach anything personally.
who cares how much dmg you do if youre empty? just my humble opinion.
as far as dmg mods on a shotty go, I say no need. the only thing I cant 1 hit with an adv shotty really is the most tanked protos and heavies, and that problem is solved with a proto. if youre trying to run cheap then a militia or std with a dmg mod will get you there, but I never run the mod personally
my best advice is run some matches with and some without a dmg mod and see for yourself if it really makes a difference to you.
there is no doing it wrong if what you do works well.
insert witty or profound statement here _______.
|
Shotty GoBang
Pro Hic Immortalis
2291
|
Posted - 2013.11.18 19:28:00 -
[23] - Quote
Seymor Krelborn wrote: the only thing I cant 1 hit with an adv shotty really is the most tanked protos and heavies, and that problem is solved with a proto.
Seymor's still playing Chromosome! Can we play too!?
Seymor Krelborn wrote: my best advice is run some matches with and some without a dmg mod and see for yourself if it really makes a difference to you...there is no doing it wrong if what you do works well.
This is good advice. Nothing beats testing it out for yourself. |
Cody Sietz
Bullet Cluster Legacy Rising
1466
|
Posted - 2013.11.18 19:29:00 -
[24] - Quote
CharCharOdell wrote:I find that being 1 complex damage mod is pretty good. It's like a free duvolle shotgun.
J just use a Mlt light MN M-1 with 2 kinkats
OR
A Dren g-1 scout with 1 damage mod (complex) a cardiac reg and a reactive plate. Works nicely for how cheap it is. Wow, that is my current setup.
STD SG M209 SMG Quantum scanner MLT shield extender Basic reactivate plate Enhanced cardio mod M1 grenade/C-7 flux |
Cody Sietz
Bullet Cluster Legacy Rising
1466
|
Posted - 2013.11.18 19:35:00 -
[25] - Quote
Shotty GoBang wrote:Cody Sietz wrote:I dont run DMG mods on my shotgun, am i doing it wrong? I find Damage Amps useful on hard-hitting SGs (Creodron, Duvolle Specialist, KR-17 and Allotek Breach). One Complex Damage Amp on these weapons will generally reduce your blasts-to-kill by one. High eHP MedFrames and Heavies will still require 2+ blasts. I'd recommend running a Shield Extender rather than Damage Amp if you're using a lower-end Shotgun (CRG, K5, Standard, etc.). In my experience, blasts-to-kill on these weapons are generally the same, with or without a Damage Amp. Lightning xVx routinely runs a K5; I defer to his expertise, should his observations differ from mine. Lastly, you're not the only Scout having problems with Shotgun flank attacks. The Shotgun's damage output has not kept pace with Uprising's eHP buffs and the arguably over-effective performance of mid-range weapons in CQC. PS: The Breach is only effective versus the weak and disorganized. Don't trust it when facing a decent opponent. and he is a beast with it(my face and back can vouch for this)
I can't complain about the buffs(heavys really needed the ehp boost) and armour plates needed a buff as well(though it was was a bit of a mixed blessing since now almost every suit has at least 250-330 armour)
|
Lynn Beck
Granite Mercenary Division Top Men.
234
|
Posted - 2013.11.18 19:50:00 -
[26] - Quote
I run basic min light, 1 complex dmg mod, mlt kinkat, enhanced cardio or another kinkat, or profile damp. Basic breach, and compact hive.
Holy hell do i love it, but it's extremely situational. I put my sensitivity up at 70/80 and i sweep shot it. 1 hit on ANY caldari, cept adv logis. 1 hit on amarr/minmatar. Gallentes are just immune to it. Heavies are a funny one- if they have AR, give up. If they have Hmg or laser or sniper, laugh histerically and play peekaboo. Scouts are oober tricky, as you either land the whole thing or none. Its pretty cool landing it though.
-Newly proclaimed Lazor riffle specialist-
"You said yourself fantastically 'congratulations you are all alone.'"
|
Shotty GoBang
Pro Hic Immortalis
2291
|
Posted - 2013.11.18 20:04:00 -
[27] - Quote
Cody Sietz wrote: I can't complain about the buffs(heavys really needed the ehp boost) and armour plates needed a buff as well(though it was was a bit of a mixed blessing since now almost every suit has at least 250-330 armour)
I absolutely agree about Heavies needing the eHP buff. What I meant was that the Shotgun's damage output is still balanced against Chromosome eHP levels. Medium Frame eHP has nearly doubled with Uprising; Shotgun damage output has not kept pace.
A beefed up Heavy requiring 2-4 blasts is acceptable, given his "tank-like" nature and limited mobility. A MedFrame, on the other hand, requiring 2-4 blasts is wholly unacceptable and routinely observed.
The challenge of shotgunning should be limited to sneaking into optimal range or luring one's target into range. Subsequent take-down should be swift and unrivaled. No Damage Amp required. CPM seems to be on the same page. We'll know sooner or later if CCP agrees. |
Cody Sietz
Bullet Cluster Legacy Rising
1468
|
Posted - 2013.11.18 20:24:00 -
[28] - Quote
Shotty GoBang wrote:Cody Sietz wrote: I can't complain about the buffs(heavys really needed the ehp boost) and armour plates needed a buff as well(though it was was a bit of a mixed blessing since now almost every suit has at least 250-330 armour)
I absolutely agree about Heavies needing the eHP buff. What I meant was that the Shotgun's damage output is still balanced against Chromosome eHP levels. Medium Frame eHP has nearly doubled with Uprising; Shotgun damage output has not kept pace. A beefed up Heavy requiring 2-4 blasts is acceptable, given his "tank-like" nature and limited mobility. A MedFrame, on the other hand, requiring 2-4 blasts is wholly unacceptable and routinely observed. The challenge of shotgunning should be limited to sneaking into optimal range or luring one's target into range. Subsequent take-down should be swift and unrivaled. No Damage Amp required. CPM seems to be on the same page. We'll know sooner or later if CCP agrees. Sorry, didn't mean to make it sound otherwise.
but yeah, I'm hoping the shotgun gets some love since it is only effective with a small range.
I can still one shot Minmatar mediums and Assaults, 2-3 shot Gal and Cal medium/assaults(only 3 shots if they are heavily tanked or hybrid) and Amarr are a bit of a toss up, sometimes you 1 shot them other times 2-3 but usually if they stack shield/armour mods heavily(kind of rare)
|
Cody Sietz
Bullet Cluster Legacy Rising
1472
|
Posted - 2013.11.18 22:54:00 -
[29] - Quote
Did ok for my first match.
http://img.photobucket.com/albums/v411/Drunkenjin/IMAG0159.jpg
that fireing speed tho. It cost me a life. |
AAGMUNDR
Reliable Overwatch Inc.
268
|
Posted - 2013.11.18 23:08:00 -
[30] - Quote
I dunno. I put damage mods on every single build. I put 3 complex sidearm dmg mods on my minja scout nova knifer.
That said. Go all one way or the other. Shield up or dmg up. |
|
|
|
|
Pages: [1] 2 :: one page |
First page | Previous page | Next page | Last page |