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Gavr1lo Pr1nc1p
TRA1LBLAZERS
534
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Posted - 2014.02.13 03:48:00 -
[1] - Quote
Dexter307 wrote:DeadlyAztec11 wrote:I think they're fine. Against militia and standard suit sure and that right there is the problem
Kills- Archduke Ferdinand
Balance!
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
534
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Posted - 2014.02.13 03:59:00 -
[2] - Quote
i think operation should give it a boost to RoF, so at Op V, you have chromosome level RoF at the least. Also, range needs to be increased to chromosome levels, and damage on ADV and PRO shotguns needs to be upped, as well as proficiency being changed to 3% damage.
I disagree with pellet increase per level, as i think it would create hit detection problems, so i would prefer the shotguns at ADV and PRO level to receive an increase in damage per pellet so that it is equivalent to +3 pellets at ADV, and +5 at PRO. In other words,
ADV dpp=42 42x3=126 damage bonus to ADV shotguns PRO dpp=44 44x 5=220 damage bonus to PRO shotguns
i believe there are 12 pellets total to be fired, so 126/12=10.5 damage increase per pellet on ADV shotgun, 220/12=18.3 damage increase per pellet, for a total of 52.5 and 62.3 damage per pellet respectively, this number will probably need to be reduced in light of upcoming rifle nerds that are occurring
So, to conclude, fixing the shotgun involves -changing operation skill to a 5% bonus to RoF -changing proficiency skill to 3% bonus to damage -increasing damage stats on ADV and PRO shotguns by 10.5 and 18.3 respectively, (and scaling the breach shotgun to match) -increasing the range to chromosome levels -OPTIONAL:change sound, I believe the new sound may have something to do with shoddy hit detection
Kills- Archduke Ferdinand
Balance!
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
535
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Posted - 2014.02.13 04:15:00 -
[3] - Quote
what really irks me is how much of a sharpshooter in CQC you have to be because of reduced spread, whereas even the RR is more effective, because at the range that the SG is effective, the littlest movement completely throws ones aim off, and heavily aim assisted weapons like rifles have a huge advantage with spraying far better than a shotgun, as well as enhanced hit detection for rifles as well
Kills- Archduke Ferdinand
Balance!
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
592
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Posted - 2014.02.14 21:26:00 -
[4] - Quote
Dexter307 wrote:Oxskull Duncarino wrote:Dexter307 wrote:Oxskull Duncarino wrote:Dexter307 wrote:Can any dev please say the shotgun will get some sort of buff in 1.8?
I would really liketo see a +1~2 meter increase to optimal range as well as a change to pellets
10 pellets by default Operations skill: +1 pellet per shot per level TBH a spread reduction makes no sense for a shotgun skill and instead ADS should reduce spread. Really, a spread reduction makes no sense for a shotgun? Much as real life should only be used a an influence rather than a rule for gaming, you might want to look up shotgun chokes and learn as to why spread reduction is very useful. I'd actually like to see the operations raise the spread reduction by at least 1% per level to make it more effective. And I play as a heavy so most of my experience is from the wrong side of the muzzle. No, just no. Spread reduction as a skill needs to go and instead ADS should decrease spread I hate that mechanic on shotguns in modern day or earlier based games, but that would work for me in the futuristic setting of Dust. Aiming down sights activates a choke. Sounds good. I'm not sure what could replace operations though. Why? Shotguns in 99% of games are unrealistic, and balancing games around realism is a terrible idea Operations should be +5% ROF per level Proficiency should be +3% damage per level Adopting my idea I see
+1
Kills- Archduke Ferdinand
Balance!
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