| Pages: [1] 2  :: one page | 
      
      
        | Author | Thread Statistics | Show CCP posts - 0 post(s) | 
      
      
        |  Dexter307
 The Unholy Legion Of DarkStar
 
 874
 
 
      | Posted - 2014.02.09 19:41:00 -
          [1] - Quote 
 After using shotguns for a few months now I think something needs to change to make them more competitive. Sure you can do good against millitia and standard suits, but advanced and proto suits can take up to 3 shots at point blank range, heavies often take 3-4.
 So I propose shotguns get the following changes.
 
 Damage:
 40 per pellet std/adv/proto
 50 per pellet breach std/adv/proto
 
 Pellets:
 10/13/15 std/adv/proto
 
 Range:
 +1 meter across the board
 
 Operations skill:
 +1 pellet per level
 
 Proficiency:
 +3% damage per level
 Or
 +3-5% Rof level
 Or
 +2-3% range per level
 Im not to sure what the proficiency should be.
 
 ADS:
 ADS should do something, mabey slightly tighten the spread for people who will miss the current spread reduction skill
 | 
      
      
        |  Nocturnal Soul
 Fatal Absolution
 General Tso's Alliance
 
 1922
 
 
      | Posted - 2014.02.09 20:08:00 -
          [2] - Quote 
 "And the Scriptures have foretold, of Shadows in the cold,
 That when brothers wage war come unfurled!
 The Gallente, Bane of Kings, ancient shadow unbound,
 With a hunger to swallow the world!"
 
 Charlotte O'Dell is a liar, that's only a piece of corn & I'm the one and only majestic unicorn. | 
      
      
        |  BL4CKST4R
 WarRavens
 League of Infamy
 
 1878
 
 
      | Posted - 2014.02.09 20:19:00 -
          [3] - Quote 
 
 Nocturnal Soul wrote:"And the Scriptures have foretold, of Shadows in the cold, That when brothers wage war come unfurled!
 The Gallente, Bane of Kings, ancient shadow unbound,
 With a hunger to swallow the world!"
 
 And the-áScrolls-áhave foretold, of black wings in the cold, that when brothers wage war come unfurled!
 Alduin, Bane of Kings, ancient shadow unbound, with a hunger to swallow the world!
 
 Armor and Shields are not the same! | 
      
      
        |  OZAROW
 0uter.Heaven
 
 1375
 
 
      | Posted - 2014.02.09 20:22:00 -
          [4] - Quote 
 Hopefully when they adjust weapon damage this gets fixed, since you still have to shoot the same amount of times an the minimal increase in damage from std to proto really means nothing, also with stun locking our proficiency rof bonus means nothing considering as soon as you fire your first shot a smart player just jumps forward an turns an shoots an the stun lock prevents your second shot.
 
 It's barely usable on adv suits let alone trying to drop protos, quite frustrating especially since I wasted points going pro 4 at the beginning of uprising thinking it would be the chrome sg I put points in an have be stuck with it ever since.
 
 It can be ok but for some reason theirs more sensitivity with the r3 button when tracking with a sg than any other gun an I always throw a melee that gets me killed, very odd
 
 SUPER NOVA KNIFE SAIYAN 4 | 
      
      
        |  Dexter307
 The Unholy Legion Of DarkStar
 
 875
 
 
      | Posted - 2014.02.10 03:43:00 -
          [5] - Quote 
 Anymore feedback?
 | 
      
      
        |  Gavr1lo Pr1nc1p
 TRA1LBLAZERS
 
 495
 
 
      | Posted - 2014.02.10 03:53:00 -
          [6] - Quote 
 Better idea for fixing the shotgun, I just realized- adding more pellets will only worsen hit detection, as the game has to make a calculation for each individual pellet, so instead, keep pellets constant, but increase the damage by the equivalent of 3 pellets per level you go up (ADV would be the equivalent of 42x3 damage stronger, PRO would be 44x6 damage stronger). The operation skill should be a 5% increase to fire rate per level, proficiency should be a 3% increase to shield damage per level. Then, we have a fixed weapon.
 
 Kills- Archduke Ferdinand Balance! | 
      
      
        |  Gavr1lo Pr1nc1p
 TRA1LBLAZERS
 
 495
 
 
      | Posted - 2014.02.10 03:54:00 -
          [7] - Quote 
 
 OZAROW wrote:Hopefully when they adjust weapon damage this gets fixed, since you still have to shoot the same amount of times an the minimal increase in damage from std to proto really means nothing, also with stun locking our proficiency rof bonus means nothing considering as soon as you fire your first shot a smart player just jumps forward an turns an shoots an the stun lock prevents your second shot.
 It's barely usable on adv suits let alone trying to drop protos, quite frustrating especially since I wasted points going pro 4 at the beginning of uprising thinking it would be the chrome sg I put points in an have be stuck with it ever since.
 
 It can be ok but for some reason theirs more sensitivity with the r3 button when tracking with a sg than any other gun an I always throw a melee that gets me killed, very odd
 Same here with the melee, idk what it is.
 
 Kills- Archduke Ferdinand Balance! | 
      
      
        |  Dexter307
 The Unholy Legion Of DarkStar
 
 876
 
 
      | Posted - 2014.02.10 04:01:00 -
          [8] - Quote 
 
 Gavr1lo Pr1nc1p wrote:Better idea for fixing the shotgun, I just realized- adding more pellets will only worsen hit detection, as the game has to make a calculation for each individual pellet, so instead, keep pellets constant, but increase the damage by the equivalent of 3 pellets per level you go up (ADV would be the equivalent of 42x3 damage stronger, PRO would be 44x6 damage stronger). The operation skill should be a 5% increase to fire rate per level, proficiency should be a 3% increase to shield damage per level. Then, we have a fixed weapon. I dont think hit detection has anything to do with pellet count. The HMG shoots at 2400 RPM, thats 40 bullets a second, burst HMG shoots at 4615.38 RPM which is ~77 rounds a second and that registers just fine
 Also a bonus to shield damage sounds pretty useless IMO
 | 
      
      
        |  Joel II X
 Dah Gods O Bacon
 
 915
 
 
      | Posted - 2014.02.10 04:03:00 -
          [9] - Quote 
 
 Gavr1lo Pr1nc1p wrote:Better idea for fixing the shotgun, I just realized- adding more pellets will only worsen hit detection, as the game has to make a calculation for each individual pellet, so instead, keep pellets constant, but increase the damage by the equivalent of 3 pellets per level you go up (ADV would be the equivalent of 42x3 damage stronger, PRO would be 44x6 damage stronger). The operation skill should be a 5% increase to fire rate per level, proficiency should be a 3% increase to shield damage per level. Then, we have a fixed weapon. Add 2 meters for efficient range and 1 for optimal AND THEN you have a fixed weapon, together with your changes.
 | 
      
      
        |  Joel II X
 Dah Gods O Bacon
 
 915
 
 
      | Posted - 2014.02.10 04:05:00 -
          [10] - Quote 
 
 Dexter307 wrote:Gavr1lo Pr1nc1p wrote:Better idea for fixing the shotgun, I just realized- adding more pellets will only worsen hit detection, as the game has to make a calculation for each individual pellet, so instead, keep pellets constant, but increase the damage by the equivalent of 3 pellets per level you go up (ADV would be the equivalent of 42x3 damage stronger, PRO would be 44x6 damage stronger). The operation skill should be a 5% increase to fire rate per level, proficiency should be a 3% increase to shield damage per level. Then, we have a fixed weapon. I dont think hit detection has anything to do with pellet count. The HMG shoots at 2400 RPM, thats 40 bullets a second, burst HMG shoots at 4615.38 RPM which is ~77 rounds a second and that registers just fine Also a bonus to shield damage sounds pretty useless IMO More damage to shields means more damage gets transitioned to armor. You can already shoot the shields off of anything with one shot anyways.
 | 
      
      
        |  Gavr1lo Pr1nc1p
 TRA1LBLAZERS
 
 495
 
 
      | Posted - 2014.02.10 04:05:00 -
          [11] - Quote 
 
 Dexter307 wrote:Gavr1lo Pr1nc1p wrote:Better idea for fixing the shotgun, I just realized- adding more pellets will only worsen hit detection, as the game has to make a calculation for each individual pellet, so instead, keep pellets constant, but increase the damage by the equivalent of 3 pellets per level you go up (ADV would be the equivalent of 42x3 damage stronger, PRO would be 44x6 damage stronger). The operation skill should be a 5% increase to fire rate per level, proficiency should be a 3% increase to shield damage per level. Then, we have a fixed weapon. I dont think hit detection has anything to do with pellet count. The HMG shoots at 2400 RPM, thats 40 bullets a second, burst HMG shoots at 4615.38 RPM which is ~77 rounds a second and that registers just fine Also a bonus to shield damage sounds pretty useless IMO 
 The problem is that they are all getting calculated simulatneously, while the HMG gets even a tiny millisecond between each calculation, which is all it needs. Also, for the proficiency, all proficiency is getting changed in 1.8 to either shield or armor bonuses instead of just raw damage output
 
 Kills- Archduke Ferdinand Balance! | 
      
      
        |  Dexter307
 The Unholy Legion Of DarkStar
 
 878
 
 
      | Posted - 2014.02.10 04:08:00 -
          [12] - Quote 
 
 Gavr1lo Pr1nc1p wrote:Dexter307 wrote:Gavr1lo Pr1nc1p wrote:Better idea for fixing the shotgun, I just realized- adding more pellets will only worsen hit detection, as the game has to make a calculation for each individual pellet, so instead, keep pellets constant, but increase the damage by the equivalent of 3 pellets per level you go up (ADV would be the equivalent of 42x3 damage stronger, PRO would be 44x6 damage stronger). The operation skill should be a 5% increase to fire rate per level, proficiency should be a 3% increase to shield damage per level. Then, we have a fixed weapon. I dont think hit detection has anything to do with pellet count. The HMG shoots at 2400 RPM, thats 40 bullets a second, burst HMG shoots at 4615.38 RPM which is ~77 rounds a second and that registers just fine Also a bonus to shield damage sounds pretty useless IMO The problem is that they are all getting calculated simulatneously, while the HMG gets even a tiny millisecond between each calculation, which is all it needs. Also, for the proficiency, all proficiency is getting changed in 1.8 to either shield or armor bonuses instead of just raw damage output But dust runs at lower than 30 fps so HMG shots have to register at the same time.
 The proficiency change wasent confirmed, they just said they were looking at changing proficiency
 | 
      
      
        |  OZAROW
 0uter.Heaven
 
 1376
 
 
      | Posted - 2014.02.10 04:10:00 -
          [13] - Quote 
 Either speed up the rof an leave the damage , or change the damage an leave the rof, they conflict
 
 SUPER NOVA KNIFE SAIYAN 4 | 
      
      
        |  jhon hartigan
 Maphia Clan Corporation
 
 19
 
 
      | Posted - 2014.02.10 04:11:00 -
          [14] - Quote 
 So 1100 dmg per shot for a proto shotgun, seems legit
 | 
      
      
        |  Gavr1lo Pr1nc1p
 TRA1LBLAZERS
 
 495
 
 
      | Posted - 2014.02.10 04:13:00 -
          [15] - Quote 
 
 Dexter307 wrote:Gavr1lo Pr1nc1p wrote:Dexter307 wrote:Gavr1lo Pr1nc1p wrote:Better idea for fixing the shotgun, I just realized- adding more pellets will only worsen hit detection, as the game has to make a calculation for each individual pellet, so instead, keep pellets constant, but increase the damage by the equivalent of 3 pellets per level you go up (ADV would be the equivalent of 42x3 damage stronger, PRO would be 44x6 damage stronger). The operation skill should be a 5% increase to fire rate per level, proficiency should be a 3% increase to shield damage per level. Then, we have a fixed weapon. I dont think hit detection has anything to do with pellet count. The HMG shoots at 2400 RPM, thats 40 bullets a second, burst HMG shoots at 4615.38 RPM which is ~77 rounds a second and that registers just fine Also a bonus to shield damage sounds pretty useless IMO The problem is that they are all getting calculated simulatneously, while the HMG gets even a tiny millisecond between each calculation, which is all it needs. Also, for the proficiency, all proficiency is getting changed in 1.8 to either shield or armor bonuses instead of just raw damage output But dust runs at lower than 30 fps so HMG shots have to register at the same time. The proficiency change wasent confirmed, they just said they were looking at changing proficiency FPS!=engine speed, it just represents graphical display speed, thus, calculations can actually be made faster than graphics can display
 
 Kills- Archduke Ferdinand Balance! | 
      
      
        |  Dexter307
 The Unholy Legion Of DarkStar
 
 878
 
 
      | Posted - 2014.02.10 04:15:00 -
          [16] - Quote 
 
 OZAROW wrote:Either speed up the rof an leave the damage , or change the damage an leave the rof, they conflict Not true. Shotgun needs more damage and a bit more range
 A rof bonus would still work fine for proficiency
 | 
      
      
        |  Gavr1lo Pr1nc1p
 TRA1LBLAZERS
 
 495
 
 
      | Posted - 2014.02.10 04:24:00 -
          [17] - Quote 
 
 Dexter307 wrote:OZAROW wrote:Either speed up the rof an leave the damage , or change the damage an leave the rof, they conflict Not true. Shotgun needs more damage and a bit more range A rof bonus would still work fine for proficiency Read my post, i think it is a great way to buff them. This is coming from a shotgun user.
 
 Kills- Archduke Ferdinand Balance! | 
      
      
        |  Dexter307
 The Unholy Legion Of DarkStar
 
 880
 
 
      | Posted - 2014.02.10 04:28:00 -
          [18] - Quote 
 
 jhon hartigan wrote:So 1100 dmg per shot for a proto shotgun, seems legit What?
 With my changes a proto shotgun would do 800 a shot, breach would you 1000 a shot
 And thats only if all pellets hit
 | 
      
      
        |  kiarbanor
 S.e.V.e.N.
 General Tso's Alliance
 
 309
 
 
      | Posted - 2014.02.10 04:29:00 -
          [19] - Quote 
 
 Dexter307 wrote:After using shotguns for a few months now I think something needs to change to make them more competitive. Sure you can do good against millitia and standard suits, but advanced and proto suits can take up to 3 shots at point blank range, heavies often take 3-4.So I propose shotguns get the following changes.
 
 Damage:
 40 per pellet std/adv/proto
 50 per pellet breach std/adv/proto
 
 Pellets:
 10/13/15 std/adv/proto
 
 Range:
 +1 meter across the board
 
 Operations skill:
 +1 pellet per level
 
 Proficiency:
 +3% damage per level
 Or
 +3-5% Rof level
 Or
 +2-3% range per level
 Im not to sure what the proficiency should be.
 
 ADS:
 ADS should do something, mabey slightly tighten the spread for people who will miss the current spread reduction skill
 
 Good running with you the other day. There really needs to be adjustments to the SG skill tree. I like your ideas. I'll think about it more.
 
 | 
      
      
        |  Dexter307
 The Unholy Legion Of DarkStar
 
 880
 
 
      | Posted - 2014.02.10 04:36:00 -
          [20] - Quote 
 
 kiarbanor wrote:Dexter307 wrote:After using shotguns for a few months now I think something needs to change to make them more competitive. Sure you can do good against millitia and standard suits, but advanced and proto suits can take up to 3 shots at point blank range, heavies often take 3-4.So I propose shotguns get the following changes.
 
 Damage:
 40 per pellet std/adv/proto
 50 per pellet breach std/adv/proto
 
 Pellets:
 10/13/15 std/adv/proto
 
 Range:
 +1 meter across the board
 
 Operations skill:
 +1 pellet per level
 
 Proficiency:
 +3% damage per level
 Or
 +3-5% Rof level
 Or
 +2-3% range per level
 Im not to sure what the proficiency should be.
 
 ADS:
 ADS should do something, mabey slightly tighten the spread for people who will miss the current spread reduction skill
 Good running with you the other day. There really needs to be adjustments to the SG skill tree. I like your ideas. I'll think about it more. Oh yes, I remeber that. Fun times.
 | 
      
      
        |  Cody Sietz
 Bullet Cluster
 Legacy Rising
 
 2187
 
 
      | Posted - 2014.02.10 04:38:00 -
          [21] - Quote 
 Shotgun user here, and I say that is wayyyy to much dmg.
 
 Heavies should not be less then 3 shotted.
 
 Mediums should AT MOST be 2 shotted.
 
 "I do agree with you there though. shudders"
-Arkena Wyrnspire | 
      
      
        |  John Lengrios
 Horizons' Edge
 
 5
 
 
      | Posted - 2014.02.10 05:28:00 -
          [22] - Quote 
 
 OZAROW wrote:Hopefully when they adjust weapon damage this gets fixed, since you still have to shoot the same amount of times an the minimal increase in damage from std to proto really means nothing, also with stun locking our proficiency rof bonus means nothing considering as soon as you fire your first shot a smart player just jumps forward an turns an shoots an the stun lock prevents your second shot.
 It's barely usable on adv suits let alone trying to drop protos, quite frustrating especially since I wasted points going pro 4 at the beginning of uprising thinking it would be the chrome sg I put points in an have be stuck with it ever since.
 
 It can be ok but for some reason theirs more sensitivity with the r3 button when tracking with a sg than any other gun an I always throw a melee that gets me killed, very odd
 For myself, I frequently crouch accidentally when I use the shotgun instead of melee.
  
 What I need to blow up a tank: some REs, a couple Flux 'Nades, and... a Flaylock. | 
      
      
        |  Dexter307
 The Unholy Legion Of DarkStar
 
 882
 
 
      | Posted - 2014.02.10 06:32:00 -
          [23] - Quote 
 
 Cody Sietz wrote:Shotgun user here, and I say that is wayyyy to much dmg.
 Heavies should not be less then 3 shotted.
 
 Mediums should AT MOST be 2 shotted.
 Thats what I made the damage balenced around.
 Heavies can get up to around 1500 HP
 With these stats the shotgun would average about 700 damage, so at point blank it would be a 3 hit kill
 Mediums would take 1-2 shots to die
 | 
      
      
        |  Piraten Hovnoret
 Molon Labe.
 General Tso's Alliance
 
 287
 
 
      | Posted - 2014.02.10 08:12:00 -
          [24] - Quote 
 I am al for the damage increase.
 But I am a bit torn about the range increase even only a meter.
 
 As a scout with about 250hp and a SG I kind of like the fact that I need to get into some ones face to shoot it off.
 The fact that at curent many heavies just turn and fart my way after the second blast is crap I deserv that kill.
 
 However if you increase the range and buff the damage at the same oh well I belive you get it.
 
 War never changes | 
      
      
        |  OZAROW
 0uter.Heaven
 
 1378
 
 
      | Posted - 2014.02.10 10:50:00 -
          [25] - Quote 
 
 Dexter307 wrote:OZAROW wrote:Either speed up the rof an leave the damage , or change the damage an leave the rof, they conflict Not true. Shotgun needs more damage and a bit more range A rof bonus would still work fine for proficiency Yes true, if you increased damage than rof is fine all round an no need for multiple shots, if the rof was faster damage wouldn't matter cuz they would die before the spun an wasted u, as it is now the damage is two light an rof to slow, even with proficiency 4
 
 SUPER NOVA KNIFE SAIYAN 4 | 
      
      
        |  THEAMAZING POTHEAD
 Nyain San
 Renegade Alliance
 
 912
 
 
      | Posted - 2014.02.10 11:16:00 -
          [26] - Quote 
 They'll be called OP when scouts start terrorising with cloaks.
 Everyone who has played recent competitive PC knows that anyone who calls heavies or shotguns UP is just garbage.
 
 How to get likes: post QQ reply to every thread where a PC corps players post claiming they only win cus "FOTM" | 
      
      
        |  Leupox Dior
 Science For Death
 
 17
 
 
      | Posted - 2014.02.10 11:27:00 -
          [27] - Quote 
 I think it's either higher RoF or increased dmg is enough, but they should fix the hit detection first. Last night I was firing 3 shots at point blank range, the guy was basicly deepthroating (so close was I) my shotgun and still none of those shots hit. I ended up being ass raped.
  
 'Fossil' Militia Minmatar Medium Frame + M209 Assault Submachine Gun  Soundcloud | 
      
      
        |  Korvin Lomont
 United Pwnage Service
 RISE of LEGION
 
 602
 
 
      | Posted - 2014.02.10 11:33:00 -
          [28] - Quote 
 
 Cody Sietz wrote:Shotgun user here, and I say that is wayyyy to much dmg.
 Heavies should not be less then 3 shotted.
 
 Mediums should AT MOST be 2 shotted.
 
 If i need two shots to kill a medium I am normally dead with weapons that deal around 425 to 880 dps on std level there is no point in using the SG if I need more than one shot to kill anything below a heavy frame.
 
 So I manage to come somehow up to 4m to use my gun effectively risking my suit (as soon as I am seen further away I am dead) and even though I mange to sneak or run up to someone that close it should take more than one shot to kill him??? Thast pretty stupid.
 
 SG currently are an annoyance but not a serious threat and thats a real bad state (for any weapon)
 | 
      
      
        |  Dexter307
 The Unholy Legion Of DarkStar
 
 885
 
 
      | Posted - 2014.02.10 13:30:00 -
          [29] - Quote 
 
 Piraten Hovnoret wrote:I am al for the damage increase. But I am a bit torn about the range increase even only a meter.
 
 As a scout with about 250hp and a SG I kind of like the fact that I need to get into some ones face to shoot it off.
 The fact that at curent many heavies just turn and fart my way after the second blast is crap I deserv that kill.
 
 However if you increase the range and buff the damage at the same oh well I belive you get it.
 I don't think 1 meter would give it to much range, it would just make it harder to backpedal from a shotgun
 | 
      
      
        |  DeadlyAztec11
 Ostrakon Agency
 Gallente Federation
 
 4093
 
 
      | Posted - 2014.02.10 14:24:00 -
          [30] - Quote 
 3-4 shots for a heavy is how it should be.
 
 My alts: General John Ripper, Draxus Prime, MoonEagle A, Anarchide, Long Evity
And this is why I am the #1 forum warrior | 
      
        |  |  | 
      
      
        | Pages: [1] 2  :: one page | 
      
      
        | First page | Previous page | Next page | Last page |