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Thor Odinson42
Molon Labe. General Tso's Alliance
2955
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Posted - 2014.02.25 20:17:00 -
[61] - Quote
I have been taking people down with them fine, but this is my second attempt to use them.
They seem to be working much better than they did the last time I tried them in 1.4
ML Director
Eve Toon - Raylan Scott
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Lightning xVx
R 0 N 1 N
383
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Posted - 2014.02.25 20:17:00 -
[62] - Quote
I say (IMO) it's fine on damage. What NEEDS to be addressed still is the hit detection cause my shots sometimes get blue flare even if they are standing still and The Range... This game is set thousands of years in the future and it can't even hit people from 10-15 away? I'm sorry but that makes NO SENSE what-so-ever. |
Cat Merc
Ahrendee Mercenaries EoN.
6788
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Posted - 2014.02.25 20:18:00 -
[63] - Quote
What practice? I know how to stealth around, I know how to flank and I know how to get real close and personal with enemies. It's a necessity when you're using the closest range weapons on the 2nd slowest assault suit.
I get close, hugging the enemy, boom to the head/center of mass.
If that doesn't insta kill a medium frame, it's broken and I might as well use a rifle.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
6788
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Posted - 2014.02.25 20:19:00 -
[64] - Quote
Xander Mercy wrote:Cat Merc wrote:Dunk Mujunk wrote:I don't know man, I get dropped in 2 shots easy by militia shotguns all the time, and i'm running an enhanced min assault with 2 enhanced armor plates and an enhanced shield extender. Grant it I don't know what kind of damage mods the attackers were running, but they still seem pretty damn strong. I could get on board with an optimal range increase and dispertion decrease (we are how far in the future and they don't make chokes?) but i'm not sure about a straight damage increase. You should get killed by ONE shot. The shotgun's range is 4 meters. Jus think about it for a second. we in futuristic suits of armor we shouldn't get ohk'd by shotguns. if you want a buff it would be rof not damage Futuristic shotguns.
These arguments are always amusing and there is always a simple and easy response.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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CommanderBolt
ACME SPECIAL FORCES
838
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Posted - 2014.02.25 20:23:00 -
[65] - Quote
Thor Odinson42 wrote:I have been taking people down with them fine, but this is my second attempt to use them.
They seem to be working much better than they did the last time I tried them in 1.4
Oh trust me I have "grew up" using shotguns since Beta. They are in a much better place than there were back then but they do still have issues.
I think I would even be ok with keeping damage as it is right now if we could AT LEAST get a range improvement. Otherwise if we are going to keep this ridiculously small optimal range we need a damage / rate of fire buff.
I think most people that know the shotgun well would be really happy with a small range improvement / a buff to falloff damage. Right now all someone has to do is walk a few paces back and the damage drops off incredibly.
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ACME SPECIAL FORCES PUB
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Fox Gaden
Immortal Guides
2609
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Posted - 2014.02.25 20:29:00 -
[66] - Quote
Medical Crash wrote:Fox Gaden wrote:When hit detection was fixed it dramatically increased applied DPS for automatic weapons. It did not change the DPS for high Alpha weapons. It did make High Alpha weapons not miss as much, but missing due to bad hit detection was always more apparent in high alpha weapons than in automatic weapons.
The result was that when hit detection was fixed all automatic weapons got increased DPS, while Shot Guns, Sniper Rifles, Nova Knives etc stayed the same.
Because Automatic weapons got more applied DPS, most people started fitting as much Plate as they possibly could to increase their health pool, in order extend the TTK against them so they might have time to react. The result of this was an overall increase to the health of most dropsuits, due to brick tanking becoming by far the most common fit.
The end result of all this, is that Shotguns can no longer 1 shot most medium frame suits.
However, if the TTK is extended the brick-tank fit will no longer be so essential, and other more versatile fits will take its place. The result will be that Shotguns will once again be able to 1-shot most medium frame suits.
Therefore, I would advocate not doing anything to the shotgun until we see how it performs after players have had a few weeks to adjust to the changes in 1.8. Again, aiming needs to be fixed, it's too slow, we need two or three times the sensitivity we have now, with lower deadzone. I was arguing against a DPS buff at this time. None of that precludes an functionality tweak.
Fox Gaden: DUST Wall of Fame, 2014
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knight of 6
SVER True Blood General Tso's Alliance
1512
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Posted - 2014.02.25 20:29:00 -
[67] - Quote
Cat Merc wrote:They simply don't do enough damage.
A proto shotgun with a complex damage mod is just barely good enough to take down an STD suit in one shot. Shotguns NEED the one shot killing power, since their DPS is garbage. while I don't think you're assessment is bad I don't think it's particularly accurate.
alpha: moderate DPS: poor fire rate: abysmal range: abysmal reload speed: poor ammo capacity; moderate/low
there just isn't enough positives to make it a viable combat weapon
GÇ£Even though I walk through the valley of the shadow of death, I will fear no evil, for I am dampened.GÇ¥
Ko6 scout,
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Zatara Rought
Fatal Absolution
2370
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Posted - 2014.02.25 20:30:00 -
[68] - Quote
Lightning xVx wrote:I say (IMO) it's fine on damage. What NEEDS to be addressed still is the hit detection cause my shots sometimes get blue flare even if they are standing still and The Range... This game is set thousands of years in the future and it can't even hit people from 10-15 away? I'm sorry but that makes NO SENSE what-so-ever.
Damn straight.
DPS is fine fix the hit detection.
Shotguns don't need a buff, the game needs fixed.
CEO: FA
B3RT > PFBHz > TP > IMP > FA
@ZataraRought Skype: Zatara.Rought
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Cat Merc
Ahrendee Mercenaries EoN.
6788
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Posted - 2014.02.25 20:31:00 -
[69] - Quote
knight of 6 wrote:Cat Merc wrote:They simply don't do enough damage.
A proto shotgun with a complex damage mod is just barely good enough to take down an STD suit in one shot. Shotguns NEED the one shot killing power, since their DPS is garbage. while I don't think you're assessment is bad I don't think it's particularly accurate. alpha: moderate DPS: poor fire rate: abysmal range: abysmal reload speed: poor ammo capacity; moderate/low there just isn't enough positives to make it a viable combat weapon Which is exactly why it needs that massive alpha.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Zatara Rought
Fatal Absolution
2370
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Posted - 2014.02.25 20:31:00 -
[70] - Quote
Lethal Assassin 47 wrote:Fix spotty hit-detection issue wherein the shield glitches and the enemy takes no damage. It seems to happen mainly with the high alpha damage weapons more than any other weapons. Maybe a range increase and less spread also, otherwise, they're fine. The other part is skill and tactics. See Roner General, Marauder, or Fusion Commander.
/thread
Yes! +1
CEO: FA
B3RT > PFBHz > TP > IMP > FA
@ZataraRought Skype: Zatara.Rought
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Medical Crash
CLONES AGAINST HUMANITY
206
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Posted - 2014.02.25 20:34:00 -
[71] - Quote
Krator Kosta Nostra wrote:Dexter307 wrote:Lethal Assassin 47 wrote:Fix spotty hit-detection issue wherein the shield glitches and the enemy takes no damage. It seems to happen mainly with the high alpha damage weapons more than any other weapons. Maybe a range increase and less spread also, otherwise, they're fine. The other part is skill and tactics. See Roner General, Marauder, or Fusion Commander.
/thread Shotgun needs a bit more spread not less More spread <> OHK I do sense the frustration with using the shotgun - I have personally seen myself miss with my CRG-3/Creoden shotguns more times than I can count. I did find that raising the sensitivity did not help my cause, so I put it back to the default setting. What I have found that works, is rather than attempt to stay on them like glue, I let them backpeddle/strafe, while I too, move back just a bit. This allows me a chance to turn at the same rate they move (and keeps them in my sights). 2nd shot generally kills everything, 3rd shot will always kill whatever is left, assuming they haven't killed me first. It's not just max sensitivity that's the problem, the "Deadzone" setting is too high as well. Look how far you have to push the stick in order to strafe, yeah it has to be pushed allllll the way to whichever direction. I want to set my stick, so the slightest push to any direction on the stick moves my character. |
Sana Rayya
WASTELAND JUNK REMOVAL Top Men.
877
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Posted - 2014.02.25 20:35:00 -
[72] - Quote
Cat Merc wrote:What practice? I know how to stealth around, I know how to flank and I know how to get real close and personal with enemies. It's a necessity when you're using the closest range weapons on the 2nd slowest assault suit.
I get close, hugging the enemy, boom to the head/center of mass.
If that doesn't insta kill a medium frame, it's broken and I might as well use a rifle.
Honestly, use REs if you want a guaranteed OHK against medium frames. Or rail guns/forge guns.
In a game where one "medium" might have 3-4x the EHP of another "medium", you're asking a bit much.
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
3225
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Posted - 2014.02.25 21:11:00 -
[73] - Quote
Sana Rayya wrote:Whut? I've one-shotted plenty of standard suits using a Dren shotgun and no damage mods. I don't even have any points in shotguns at all.
Just be as close as you can and when possible, aim for the head.
Thats because the Dren Shotgun has way too much damage for a Basic weapon.
The proto weapon only does about 48 more points of damage.
48
That is nowhere near enough to justify running a proto shotty.
Also, the Dren Shotgun OHK's anything below 480 eHP (Before resistances/weaknesses).
Since the PRO shotgun only does 528, there is no reason to use a proto shotgun really.
Anything tough enough to survive a single shot has to have a second shot follow up.
And two is enough for any med frame (barring extremely armor tanked suits).
Mind you though, this is the math for a point blank shot with all pellets hitting.
You WILL need 3-4 shots if you are farther than 5m away from a target. (4m is the optimal)
Shotguns need an overhaul. They don't operate well enough to justify running them.
If you can get within 4m of a target, you might as well be using knives.
Farther than 4m? A rifle would do it better.
Nothing says "F**K YOU!" like a direct Flaylock to the face.
Minmatar. In Rust we trust.
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Awry Barux
Ametat Security Amarr Empire
1104
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Posted - 2014.02.25 21:11:00 -
[74] - Quote
Medical Crash wrote:Krator Kosta Nostra wrote:Dexter307 wrote:Lethal Assassin 47 wrote:Fix spotty hit-detection issue wherein the shield glitches and the enemy takes no damage. It seems to happen mainly with the high alpha damage weapons more than any other weapons. Maybe a range increase and less spread also, otherwise, they're fine. The other part is skill and tactics. See Roner General, Marauder, or Fusion Commander.
/thread Shotgun needs a bit more spread not less More spread <> OHK I do sense the frustration with using the shotgun - I have personally seen myself miss with my CRG-3/Creoden shotguns more times than I can count. I did find that raising the sensitivity did not help my cause, so I put it back to the default setting. What I have found that works, is rather than attempt to stay on them like glue, I let them backpeddle/strafe, while I too, move back just a bit. This allows me a chance to turn at the same rate they move (and keeps them in my sights). 2nd shot generally kills everything, 3rd shot will always kill whatever is left, assuming they haven't killed me first. It's not just max sensitivity that's the problem, the "Deadzone" setting is too high as well. Look how far you have to push the stick in order to strafe, yeah it has to be pushed allllll the way to whichever direction. I want to set my stick, so the slightest push to any direction on the stick moves my character.
Deadzones are a controller hardware problem bro- I experience 0 of this issue that you're talking about with a stock DS3. |
Medical Crash
CLONES AGAINST HUMANITY
206
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Posted - 2014.02.25 21:41:00 -
[75] - Quote
Awry Barux wrote:Medical Crash wrote:Krator Kosta Nostra wrote:Dexter307 wrote:Lethal Assassin 47 wrote:Fix spotty hit-detection issue wherein the shield glitches and the enemy takes no damage. It seems to happen mainly with the high alpha damage weapons more than any other weapons. Maybe a range increase and less spread also, otherwise, they're fine. The other part is skill and tactics. See Roner General, Marauder, or Fusion Commander.
/thread Shotgun needs a bit more spread not less More spread <> OHK I do sense the frustration with using the shotgun - I have personally seen myself miss with my CRG-3/Creoden shotguns more times than I can count. I did find that raising the sensitivity did not help my cause, so I put it back to the default setting. What I have found that works, is rather than attempt to stay on them like glue, I let them backpeddle/strafe, while I too, move back just a bit. This allows me a chance to turn at the same rate they move (and keeps them in my sights). 2nd shot generally kills everything, 3rd shot will always kill whatever is left, assuming they haven't killed me first. It's not just max sensitivity that's the problem, the "Deadzone" setting is too high as well. Look how far you have to push the stick in order to strafe, yeah it has to be pushed allllll the way to whichever direction. I want to set my stick, so the slightest push to any direction on the stick moves my character. Deadzones are a controller hardware problem bro- I experience 0 of this issue that you're talking about with a stock DS3. You're not my *brother* pal. *You* don't experience it- because you're too ignorant to notice it. Besides, the game developers tweak the controls for each game. Not every game has the same deadzone. That's ok though, I need to make a video to show people like yourself exactly what's wrong with aiming.
Here have piece of candy for being a good little clone. *pats head* |
Dunk Mujunk
RestlessSpirits
527
|
Posted - 2014.02.25 21:59:00 -
[76] - Quote
Is Medical Crash a Godin alt? They sure have the same way with people lol.
Anyway, Cat I hear what you are saying. I definitely don't fear a shotgunner as long as I see him or as long as we aren't within make out distance. But if it's a straight damage increase that is wanted, I would have to say that should be all that is given, and not a huge increase either.
I have used a shotgun like 3 times (and it was months ago at this point) but I would figure an increase to ROF, optimal range, maybe even clip size, and a dispertion decrease would be the way to go, but thats just my opinion. In my first reply I said I regularly get 2 shotted by militia shotguns. Being as how I run enhanced armor/shields with the skills for them all at 5, a militia anything has no business 1 shotting me. Especially since it takes 2 shots minimum from any sniper rifle (at least everyone i've encountered) to kill me. Just my opinion of course.
All that said, the best defence against the shotgun is a thorough sweep (with backup prefferably) of any shotgun-esq territory. All in all a damage buff wouldn't be the end of the world to me, I just feel there is a better way to go about buffing the shotgun.
I haven't failed 10,000 times, i've successfully found 10,000 ways that won't work.
Thomas Edison
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Knight Solitaire
Brutor Vanguard Minmatar Republic
356
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Posted - 2014.02.25 22:05:00 -
[77] - Quote
I dont know if it needs a range buff, maybe just a less steep damage fall off. Also, the way Shotguns hit their target needs to be looked at. I can have a full circle on an enemy only for him to take minimal damage in my range, but if I quickly swipe across a target and hit them, I can register the full damage and get a OHK most of the time.
The Shotgun just suffers from other weapons being far too effective in the ranges in which they are supposed to be 'King'. RR is easy as hell to use in CQC, and probably one of the easiest rifles to use in CQC, same goes with the CR, SCR, and while I know its underperforming compared to the other Rifles the Plasma Rifle can still outperform the Shotgun in CQC.
(I know the Plasma Rifle is Gallente, and it is supposed to rule CQC. But it has short - medium range capability, compared to the Shotgun which only has humping range capability.)
Corporation: Fatal Absolution
Alliance: General Tso's Alliance
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Arkena Wyrnspire
Fatal Absolution
10059
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Posted - 2014.02.25 22:08:00 -
[78] - Quote
Fun fact - the DPS difference between a CR and a shotgun is negligible. The CR DPS can even exceed that of the shotgun with proficiency.
Oh, and it has well over 10x the range and RoF.
You have long since made your choice. What you make now is a mistake.
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Killar-12
The Corporate Raiders Top Men.
2394
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Posted - 2014.02.25 22:11:00 -
[79] - Quote
Dexter307 wrote:Make operations +5% ROF per level Make proficiency +3% damage per level Increase optimal and effective range by 2 meters Fixed shotgun
Shotguns are anything but fine This...
Medical Crash is a important person in his own right, not a common poster though, hell I saw Lance in another thread ffs.
Listen
I'll change the song every week
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Mieli Sydan
Ultramarine Corp
28
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Posted - 2014.02.25 23:00:00 -
[80] - Quote
The SG is my weapon of choice, but *damn* is it frustrating at times. Here's my take on the deficiencies of the shotgun:
Most weapons get both a flat damage boost and an optimal range increase as you go up in tiers. The shotgun only gets the damage increase. The optimal on a militia shotgun is 4m. The optimal on a CreoDron is still 4m. I could swear that the shotty used to get +1m optimal per tier, but it was either silently removed, or it was all a dream. Combined with the atypical proficiency skill bonus, this means that damage mods are much less effective on a shotgun (less damage increase per shot, less damage increase at distance). The shotgun has been like this for ages, but, as other people have mentioned, the game has changed in ways that makes the damage output feel increasingly less competitive. I think at the very least, the shotgun needs to have the same kind of range increases as you go up in tiers as other weapons.
Hit detection is still broken, mostly in ways that effects weapons that have "volume" to their projectiles or have splash damage ie: shotguns, plasma cannons, orbital bombardments, all explosives). A lot of structures in the game seem to have collision boxes that extend past their visible bounds. If *any* portion of a shotgun blast hits part of the collision box before it reaches an enemy, the entire shot is blocked and does no damage. The "shield" area around null cannon installations are probably the most common offender, but it also happens around boxes, corners, and railings**. I think something similar happens to explosions in these spaces. Of course, confined spaces like this are a shotgunner's home turf... Even when shotgun blasts are unobstructed, you'll very often get no damage (or very low partial damage) on shots that seem clearly on-target.
Here's a 20-second clip in which all of these hit detection issues happen at once:
https://www.youtube.com/watch?v=HIEhz-CoW9s
**I think even mercs will have this effect (ie: somebody blocks a small portion of your shot. Your target takes no damage, while the person who obstructed the shot takes minimal partial damage since you weren't actually aiming at them).
(Gò»°Gûí°)Gò»n+¦ Gö+GöüGö+
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Seigfried Warheit
Caught Me With My Pants Down
219
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Posted - 2014.02.25 23:41:00 -
[81] - Quote
I wouldn't think it would be that effective atm since the thing atm is all about armor tanking and the shotty does more damage to shields that they to do to armor |
2100 Angels
The Southern Legion
324
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Posted - 2014.02.25 23:53:00 -
[82] - Quote
Medical Crash wrote:Sana Rayya wrote:Medical Crash wrote: No, you need to open your eyes, the aiming is too slow. You know what most of you here remind me of? Back when BF3 was first released, HD had really, really bad input lag, I mean 2 second delays here..... Well some of us noticed this and complained on the forums. Guess what most people said? "You guys are crazy, aiming is fine Lern2play", "Looks fine to me", "Check your tv derka derka derka bakkala", "resetssss your modemss durzzzz".
It took DICE over a year to finally fix it but they did, and even when they finally admitted to there being a bad input lag problem, people STILL denied it to this day.
That's how most people on this forum are, you are BLIND. Not all of you, but a lot of you, based on your responses. The aiming is SLOW, it is SLOW. I think I need to record just exactly how bad the aiming in DUST is compared to other FPS's. I'll try to show you all just how bad of a disadvantage we are at, especially shotgunners, who need FAST aiming to twitch aim.
I don't find the aiming to be too slow (I use the DS3 and my sensitivity is at 90 for everything). Then again, in most of my encounters the enemy is caught unawares and therefore I can take my time to get close and line up a good shot properly. So maybe you're doing it wrong? If you are expecting the shotgun to 1vs1 an enemy who is aware of you in a strafe duel, you will be disappointed. It excels as a high alpha surprise weapon, meant for dispatching an enemy who is caught off guard and disoriented while trying to locate where you are shooting from. Lol at the blind guy..... Please see the optometrist soon, actually I think all hope is lost for you, so just sit there. Aiming is SLOW in DUST, too SLOW. So I shouldn't be able to AIM against strafing enemies, really? Oh so shotguns should ONLY be used for flanking, well sir, that's just sounds retar***** because it is. No matter if you are detected or not, if the enemy is in YOUR optimum range (short for SG), he should die. If he Strafes, so what? We should be able to at the least aim at him. This is the problem right now, yet CCP has done nothing about it. Oh and stop trying to "teach" me something you know nothing about. I don't care if you're "MLG 1337" either.
Put it away mate, aiming with the DS3 is fine. Take away aim assist and put it back to how it was in chromosome, at least then the aiming was predictable. I have my controller settings on 50/60 and the speed is more than adequate. Do you want to be able to do insta-spins? is that it? I have no problems killing strafing enemies with the shotgun. No, it doesn't have AA, but neither should it.
RE the shotgun damage; adding the 2% damage per proficiency level and a slight range buff (1-2m) would balance it up. Having said that though, I wouldn't want to lose the decrease in dispersion either. Maybe an additional skill for one of those skills would be appropriate. To qualify this, I'll just say that currently the ADV Combat Rifle is presently more effective in CQC than my CreoDron. I can't count the number of times I've got the drop on someone, pumped a round into their back, only dropped their shields and they have proceeded to jump forward, look at me and I'm dead.
I find this ridiculous because I run my fit with a complex damage mod and upwards of 600 hp. Surely enough to get 2-3 shots off before I die? Nope. |
Shutter Fly
Molon Labe. General Tso's Alliance
266
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Posted - 2014.02.26 00:28:00 -
[83] - Quote
Let me start of by saying, honestly, I don't think I have a clue what exactly is wrong with the shotgun. Since about 1.6, my opinion on it has changed almost on a week to week basis.
It seems like one day I'll be going into games with my CreoDron and OHKing almost anything I come across, and the next I'll be bearing down on assault suits and dumping SG rounds into them without getting a single kill. At the same time, they drop like flies to my Boundless/RS-90 CRs all day, every day.
First and foremost, I think everyone can agree that the SG hit detection is screwy, that needs to be addressed before anything else. Next, TTK needs to be at an acceptable level. With the way things are now, almost everything is a high alpha weapon, the only difference with the SG is that can only deal that damage in bursts.
Once those two issues are taken care of, further adjustments can be made if necessary. If so, then the first course of action should be to look at the skill bonuses. While it is useful in individual engagements, SG Prof mostly just eats up your ammo faster over time, and there isn't that much to begin with. Personally, I'd like to see Operation switched to fire rate, Proficiency given the standard damage bonus, and the addition of a Shotgun Sharpshooter skill that decreases spread (this also works out for those odd mercs who have the laughable notion that you'd ever want more spread on a SG). |
Medical Crash
CLONES AGAINST HUMANITY
208
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Posted - 2014.02.26 00:32:00 -
[84] - Quote
2100 Angels wrote:Medical Crash wrote:Sana Rayya wrote:Medical Crash wrote: No, you need to open your eyes, the aiming is too slow. You know what most of you here remind me of? Back when BF3 was first released, HD had really, really bad input lag, I mean 2 second delays here..... Well some of us noticed this and complained on the forums. Guess what most people said? "You guys are crazy, aiming is fine Lern2play", "Looks fine to me", "Check your tv derka derka derka bakkala", "resetssss your modemss durzzzz".
It took DICE over a year to finally fix it but they did, and even when they finally admitted to there being a bad input lag problem, people STILL denied it to this day.
That's how most people on this forum are, you are BLIND. Not all of you, but a lot of you, based on your responses. The aiming is SLOW, it is SLOW. I think I need to record just exactly how bad the aiming in DUST is compared to other FPS's. I'll try to show you all just how bad of a disadvantage we are at, especially shotgunners, who need FAST aiming to twitch aim.
I don't find the aiming to be too slow (I use the DS3 and my sensitivity is at 90 for everything). Then again, in most of my encounters the enemy is caught unawares and therefore I can take my time to get close and line up a good shot properly. So maybe you're doing it wrong? If you are expecting the shotgun to 1vs1 an enemy who is aware of you in a strafe duel, you will be disappointed. It excels as a high alpha surprise weapon, meant for dispatching an enemy who is caught off guard and disoriented while trying to locate where you are shooting from. Lol at the blind guy..... Please see the optometrist soon, actually I think all hope is lost for you, so just sit there. Aiming is SLOW in DUST, too SLOW. So I shouldn't be able to AIM against strafing enemies, really? Oh so shotguns should ONLY be used for flanking, well sir, that's just sounds retar***** because it is. No matter if you are detected or not, if the enemy is in YOUR optimum range (short for SG), he should die. If he Strafes, so what? We should be able to at the least aim at him. This is the problem right now, yet CCP has done nothing about it. Oh and stop trying to "teach" me something you know nothing about. I don't care if you're "MLG 1337" either. Put it away mate, aiming with the DS3 is fine. Take away aim assist and put it back to how it was in chromosome, at least then the aiming was predictable. I have my controller settings on 50/60 and the speed is more than adequate. Do you want to be able to do insta-spins? is that it? I have no problems killing strafing enemies with the shotgun (or at least getting my reticle on them). No, it doesn't have AA, but neither should it. RE the shotgun damage; adding the 2% damage per proficiency level and a slight range buff (1-2m) would balance it up. Having said that though, I wouldn't want to lose the decrease in dispersion either. Maybe an additional skill for one of those skills would be appropriate. To qualify this, I'll just say that currently the ADV Combat Rifle is presently more effective in CQC than my CreoDron. I can't count the number of times I've got the drop on someone, pumped a round into their back, only dropped their shields and they have proceeded to jump forward, look at me and I'm dead. I find this ridiculous because I run my fit with a complex damage mod and upwards of 600 hp. Surely enough to get 2-3 shots off before I die? Nope. Hey dude, I ain't yer "mate".
Again more people that don't know what you're talking about. I didn't ask for "instant spins 1337 der derd errrdee", I asked for an increase in the max sensitivity, and most importantly, lower deadzone. It shouldn't take so long to aim, right now it's ridiculous. Do you even know what deadzone is(Before you Google ie)?
To give an example-
You run into an enemy dropsuit
He starts strafing fast. Really really fast.
Your sensitivity is on 100 for both X and Y ( Y feels like it is slower than X)
He goes this way first ----> O This is your stick O You tilt your stick this way /
Then he strafes this way <-------------- O You now have to move your stick alllll the way to the left \ in order to aim at him. But it doesn't matter because aiming is too slow, and he strafes faster than you can aim. This is the problem, if you can't see it then something is wrong with you. Tell me, do you live next to Squidward or Spongebob, Patrick. Oh, I meant 2100. What is it like living in Bikini Bottom under that gigantic rock? You know, cause you are so unaware and out of touch with real time stuff. |
Henchmen21
Planet Express LLC
675
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Posted - 2014.02.26 00:39:00 -
[85] - Quote
Cat Merc wrote:Dunk Mujunk wrote:I don't know man, I get dropped in 2 shots easy by militia shotguns all the time, and i'm running an enhanced min assault with 2 enhanced armor plates and an enhanced shield extender. Grant it I don't know what kind of damage mods the attackers were running, but they still seem pretty damn strong. I could get on board with an optimal range increase and dispertion decrease (we are how far in the future and they don't make chokes?) but i'm not sure about a straight damage increase. You should get killed by ONE shot. The shotgun's range is 4 meters. Jus think about it for a second.
Nova knives can kill in one go, they are the closest range there is, it only makes sense the further way you go the more shots it should take. Sounds like you just want an "I win" button once cloaks come out.
CCP your matchmaking is better but still sucks a fair amount
Henchmen21: Infantry
Gotyougood Ufkr: Vehicles
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Tupni
Capital Acquisitions LLC Renegade Alliance
68
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Posted - 2014.02.26 00:46:00 -
[86] - Quote
I heard that a cloak is a thing that's happening at some point?
If so, then I think that shotguns are essentially fine and no one will be complaining soon.
Otherwise, I don't see a problem with the shotgun other than the fact that it's situational; just like the sniper rifle, mass driver, laser rifle, swarm launcher, nova knives, flaylock pistol, forgegun, and plasma cannon. If you have it out at the right time at the right place with a good suit it can be devastating.
That said, -7% spread, +5% range, +10% ammo capacity/reload rate and a slight boost to profile dampening might be OK. |
Medical Crash
CLONES AGAINST HUMANITY
208
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Posted - 2014.02.26 00:46:00 -
[87] - Quote
Henchmen21 wrote:Cat Merc wrote:Dunk Mujunk wrote:I don't know man, I get dropped in 2 shots easy by militia shotguns all the time, and i'm running an enhanced min assault with 2 enhanced armor plates and an enhanced shield extender. Grant it I don't know what kind of damage mods the attackers were running, but they still seem pretty damn strong. I could get on board with an optimal range increase and dispertion decrease (we are how far in the future and they don't make chokes?) but i'm not sure about a straight damage increase. You should get killed by ONE shot. The shotgun's range is 4 meters. Jus think about it for a second. Nova knives can kill in one go, they are the closest range there is, it only makes sense the further way you go the more shots it should take. Sounds like you just want an "I win" button once cloaks come out. Many things need to be tweaked on the shotgun, it's just not right. Especially with that too short optimum range. You enter CQC territory? You should be SCARED FOR YOUR LIFE from shotgunners, especially if they're dampened (almost guaranteed post 1.8). Right now it's a joke, more people are scared of the Scrambler Rifle and the Combat Rifle, than the shotgun. The shotgun is a joke at the moment. If I see players do good with it, then I know they must be good. I don't even want to think how much better they would be if aiming was fixed. |
PARKOUR PRACTIONER
Reapers' Assailant
863
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Posted - 2014.02.26 01:13:00 -
[88] - Quote
I agree. I played BF4 beta and when I got my shotgun, I had to keep up with it. Dust aiming speed is too slow. Its always like 'I move too fast for the game' instead of me struggling to keep up. I miss that. The range and damage and ROF is WAY too short. I don't want a long-range AR, I want the shotty to work like its supposed to. I miss the beta, at short-mid range I still wrecked suits. And in CQC, OHK EVERYTHING. Yeah, sorry about disagreeing earlier. I just remembered that. I still am good with it though.
Psycho Scout
Cool McCoolNess- Incubus
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Alternate Insano
SUICIDE SPITE SQUAD
183
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Posted - 2014.02.26 01:28:00 -
[89] - Quote
I can one shot lights and some mediums point blank with mlt sg. That's where it supposed to work. If it had any better range it would start to cut in on the effectiveness of the AR, which has already gotten kicked around enough. In truth, the SG is a more effective surprise attack headshot weapon more than it is a viable cqc weapon. Ih a full auto assault variant were released, however, it would realistically rival the HMG in terms of close range power. I lugged a USAS around for a bit when some cav units were trying them back in the early 90s. The guy doing dismount on a Bradley would use it to surpress an entire area while the infantry unit onboard got out and did their thing. 20 rounds of 00 in 2 seconds if need be. The drums weighed aton, and it felt like lugging a jack hammer compared to the 16. But something like that is what 1.8 invisible SG scouts could really use.
DUST 514 Super Scrub
Level 262 Forum Troll
Play, or play not. There is no balance.
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Alternate Insano
SUICIDE SPITE SQUAD
183
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Posted - 2014.02.26 01:36:00 -
[90] - Quote
And to clarify, I'm not arguing your point about what even a basic sg -SHOULD- do. I think the only gun in the game that works close to 'right' is the smg.
DUST 514 Super Scrub
Level 262 Forum Troll
Play, or play not. There is no balance.
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