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Thread Statistics | Show CCP posts - 0 post(s) |
CharCharOdell
1802
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Posted - 2013.12.20 02:15:00 -
[1] - Quote
All these weapons are competing for the same niche. We need to create 3 distinct zones where they will win v eachother 90% of the time.
0-5m shotgun. How: buff damage 50% so it can OHK any suit of the same meta level
5-18m smg. How: keep full damage up to 18m, then drop off at 18m. Buff DPS to >AR.
18-45m. AR: keep its DPS the same. Change nothing.
Gùñ-é-º+¼+ò+¦GÖÑ+ú+ú+¡ GÖÑ'Ðe+ü+üGùÑ
Gùú -ä>-üð+++Ç++§<-¡<-¡ Gùó
I like railguns.
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DeadlyAztec11
2835
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Posted - 2013.12.20 02:20:00 -
[2] - Quote
The SMG is fine as it stands, it is a fair weapon for support roles like medics, scouts, snipers and AV. It's good for taking down one opponent but unlike the rifles you won't want to deal with multiples on a single charger.
It also makes the Minmatar Assault bonus really count.
I do not think the SMG needs rechecking, it is double propped to the full without being full tank for its limited needs.
»We still have our honor!
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
525
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Posted - 2013.12.20 02:28:00 -
[3] - Quote
I think the SMG might be one of the few consensus picks for a weapon CCP got right from jump street. No need to change or modify it...it fills numerous functions and roles and performs well. |
Patrick57
Fatal Absolution
2222
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Posted - 2013.12.20 02:50:00 -
[4] - Quote
ShotGun needs a longer range, so it can compete with RRs, CRs, and ARs firing at 1,000,000 meters....
When I'm depressed, I cut myself......A BIG SLICE OF CHOCOLATE CAKE! nú+
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Azri Sarum
BurgezzE.T.F Public Disorder.
220
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Posted - 2013.12.20 02:51:00 -
[5] - Quote
I have to agree with the posters above. The smg is in a good spot right now.
As for the shotgun... I think its woes are more a symptom of scouts being under powered atm / scanner spam. A 50% damage boost would probably let it 2 shot heavies, and thats not good.
EVE - Victor Maximus
DUST - Azri Sarum
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Roy Ventus
Foxhound Corporation General Tso's Alliance
747
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Posted - 2013.12.20 03:05:00 -
[6] - Quote
Don't touch my SMG.
Honestly, all of the sidearms are pretty balanced compared to each other.
Scrambler Pistol can't be spammed and actually takes a good shot to become effective.
SMG is built to spam and can be deadly in a one on one, especially against tanked fits but it's range limits it's power unlike the Scrambler Pistol.
The Flaylock Pistol might be a bit underpowered but then I direct-hit-kill someone after I started using it for the first time. It has splash but it's direct fire takes practice for effectiveness.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
526
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Posted - 2013.12.20 03:06:00 -
[7] - Quote
Patrick57 wrote:ShotGun needs a longer range, so it can compete with my snarky posts firing at 1,000,000 meters....
Fixed it!
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DeadlyAztec11
2837
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Posted - 2013.12.20 03:20:00 -
[8] - Quote
Patrick57 wrote:ShotGun needs a longer range, so it can compete with RRs, CRs, and ARs firing at 1,000,000 meters.... Patrick, man, I've got to agree with you here. I have been against shotguns receiving more range in the past, as I saw it as unnecessary, but with the rifle ranges I don't see how the shotgun can continue to be effective against skilled opponents.
»We still have our honor!
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