Pages: 1 [2] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Gavr1lo Pr1nc1p
TRA1LBLAZERS
647
|
Posted - 2014.02.17 03:34:00 -
[31] - Quote
Shotgun- change operation to 5% RoF per level, change proficiency to 3% damage, give ADV and PRO tiers a 7.5 and 10% damage boost respectively. Change rifle aim assist to shotgun aim assist
Boom. Balanced weapon
Kills- Archduke Ferdinand
Balance!
|
Gavr1lo Pr1nc1p
TRA1LBLAZERS
647
|
Posted - 2014.02.17 03:36:00 -
[32] - Quote
Also, another comment- the militia shotgun with now skills invested has a spread OUTSIDE the reticle, ( i actually tested this before) And it can hit guys without aiming at them. With operation 5, the shotgun has about the same spread as a breach assault rifle (none).
Kills- Archduke Ferdinand
Balance!
|
jordy mack
Ultramarine Corp
173
|
Posted - 2014.02.17 03:40:00 -
[33] - Quote
I use my dren shotty with a complex dam mod and I love it. I never ads it just feels slow and weird. I would like to put points into sg's but I feel I would be gimping myself a bit at close range with the loss of spread. I ohk every non proto med suit I've hit so far, I don't think I need more damage so I'm not overly worried about unlocking new variants.
The only thing I would like to spend sp on is rate of fire, and range(not a huge issue if ur in a fast scout suit)
Less QQ more PewPew
|
Aeon Amadi
Ancient Exiles. Renegade Alliance
4948
|
Posted - 2014.02.17 03:52:00 -
[34] - Quote
Appia Vibbia wrote:If I have sharpshooter 5 on a combat rifle or an assault rifle, I don't see my bullets dispersing to the full expansive area of the cross-hairs for those weapons. Why should the shotgun be any different?
OR should the reticle shrink for all the weapons that have dispersion reduction as skill bonuses? Should the Gallente Assault bonus make the Gallente weapons have a smaller one too?
Why not? IMO, the UI should be an accurate gauge and shouldn't be a mechanical fault in the representation on where a player's shots are going to land. We're not talking rifle weapons with point accuracies and crosshairs here, we're talking about a weapon that has a range of 20 meters and reduced spread with every level of Shotgun Operation but retains the same reticle regardless.
Apart from feeling like SG spread is something that a player should decide on, either by weapon upgrades (future) or by changing variants (breach, vanilla) I really don't think it's necessary for the UI to be an inaccuracy when it comes to firing at a target. This was the problem with the HMG in that it was too accurate, there wasn't enough spread to fill it's reticle so the UI (for lack of a better word) lied to the player; thus creating the psychological impact that they were missing. Which they were, but not for the reason one would expect.
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
|
Venerable Phage
Red Shirts Away Team
18
|
Posted - 2014.02.17 04:06:00 -
[35] - Quote
Only level 3 in shotgun and just this weekend I killed two guys with a single shot so there must be some spread.
I find it ironic to reduce spread for a CQC weapon. For SMG I have prof II and sharpshooter II as i want a cone of fire for CQC. It works well. I jus wish I could dial the cone up and down like a hose. |
Tectonic Fusion
1059
|
Posted - 2014.02.17 04:42:00 -
[36] - Quote
Auris Lionesse wrote:new iron sights 1 Faster ads turning speed 2 More range 3 (Full damage out to 8-10m) 15 for breach And 5m falloff after that.
It should reign supreme within 15m. Add a skill for increased turning speed with a shotgun equipped only that affects ads and hipfire. Or add midslots to suits and give tracking modules that effectively do the same thing. Increase turning speed. I wouldn't want a skill for more turning speed. It would **** me up. More like more range or faster RoF.
Solo Player
Squad status: Locked
|
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
1591
|
Posted - 2014.02.17 06:17:00 -
[37] - Quote
Appia Vibbia wrote:If I have sharpshooter 5 on a combat rifle or an assault rifle, I don't see my bullets dispersing to the full expansive area of the cross-hairs for those weapons. Why should the shotgun be any different?
OR should the reticle shrink for all the weapons that have dispersion reduction as skill bonuses? Should the Gallente Assault bonus make the Gallente weapons have a smaller one too? I'd say yes, eventually. Otherwise what we see is at best arbitrary and at worst misleading. It makes sense in terms of immersion and it make sense in terms of how the HUD serves the player by feeding us accurate information.
Crazy talk time: While we're at it, i'm wondering if with our future tech the reticule wouldn't appear holographic and positioned out at the weapon's optimal. Our helmet's HUDs must be whatever the Oculus Rift evolved into, after all.
I support SP rollover.
|
Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
13
|
Posted - 2014.02.17 14:36:00 -
[38] - Quote
Aeon Amadi wrote:The aspect of having a large spread requires more accuracy is a little flawed, however, as having a larger spread actually requires -less- accuracy and lower range. But again, the shotgun here isn't operating as a cone of fire; it's operating as a line.
What I mean is, it is easier to apply 100% damage to a target with a tighter spread. Imagine at 5m the spread was as wide as the target. To cause 100% damage you would have to line up the target exactly in the center. If you were firing slugs you could hit the arm and still cause 100% damage thus requiring less accuracy. I do accept that large spread makes it easier to cause some damage however.
Personally I feel the spread at operation 5 is ok. I would however agree with changing the operation skill to increase the rate of fire, changing proficiency to increase damage and adding a sharpshooter skill to reduce spread. This would give people a choice to skill up spread reduction since a tight spread is not necessarily better for everyone. This would also allow the proficiency skill to improve the damage output which people have stated feels a bit weak at proto level. People might think a rate of fire increase and a damage increase is overpowered but I hope not.
Most important things: Please don't get rid of the rate of fire bonus, it is essential for hitting targets (increases opportunities to fire thus increasing chance of an available shot when the enemy is lined up), and please CCP, a bit more range if you don't mind, thanks muchly |
|
|
|
Pages: 1 [2] :: one page |
First page | Previous page | Next page | Last page |