Pages: 1 2 3 4 [5] 6 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Marc Rime
287
|
Posted - 2014.02.26 10:52:00 -
[121] - Quote
Medical Crash wrote:Frost Kitty wrote:Shotguns are fine. If you need tips on "How to Shotgun" feel free to message me in game. =^_^= No. The aiming is NOT fine. Shotguns are NOT fine. They need more damage, and DUST needs faster aiming. ...and less FPS drops, especially in CQC. And a wider FoV. In shotgun range the target merely needs a slight nudge to the side to strafe out of the narrow cone of visibility we have. Add a bit of lag and you don't even know what direction he strafed in... |
Korvin Lomont
United Pwnage Service RISE of LEGION
620
|
Posted - 2014.02.26 10:56:00 -
[122] - Quote
Marc Rime wrote:Medical Crash wrote:Frost Kitty wrote:Shotguns are fine. If you need tips on "How to Shotgun" feel free to message me in game. =^_^= No. The aiming is NOT fine. Shotguns are NOT fine. They need more damage, and DUST needs faster aiming. ...and less FPS drops, especially in CQC. And a wider FoV. In shotgun range the target merely needs a slight nudge to the side to strafe out of the narrow cone of visibility we have. Add a bit of lag and you don't even know what direction he strafed in...
CCP should give SGs the same love they gave HMG because SG'S aren't precision weapons . They are short Range area of denial weapons powerfull, large spread with limited range... |
Fox Gaden
Immortal Guides
2620
|
Posted - 2014.02.26 13:21:00 -
[123] - Quote
The Shotgun aims slowly because it is one of the most massive light weapons. It is quite a bit more chunky than any of the infantry rifles. While the pistols can be aimed quickly, and the Infantry Riles are still fairly light to handle, the Shotgun is a ponderous thing for a light or medium suit to be carrying. Only the heavy weapons are slower to aim, and slower to bring to bare when coming out of a sprint.
That of course is the RP explanation. From a game play perspective the slow aiming of the shotgun is one of the many balance features which keeps the ShotgunGÇÖs high alpha damage from being overpowered. Now wether these factors are properly in balance is another matter. Lets look at what they are.
Damage is balanced by: - Short rang - Slow aim & time required to bring to bare coming out of a sprint. - Rate of fire - Ammo capacity - Reload speed
Hit detection is not a balancing factor, and if there is a problem, then it needs to be fixed.
Currently the balance has been thrown off due to the popularity of Brick tanking to compensate for the short TTK. Normally brick tanking would be far less common due to having to sacrifice mobility to get that extra health, and because normally it would not be as needed. However, with such a short TTK mobility is less beneficial and larger health pools are vastly more helpful.
Essentially automatic weapons became more powerful, the community compensated by brick tanking their suits, and the shotgun got left behind.
It may be that the Shotgun has too short a range, is ponderously slow when aiming, and needs a faster rate of fire. Or it may be that buffing any of these things at the same time that people are switching from brick tank fits to speed or shield recharge fits, could make the Shotgun suddenly Over Powered. You saw what happened when AV was nerfed and Tanks were buffed at the same time.
I would favour leaving the Shotgun unchanged for 1.8, and then assessing the state of the Shotgun two weeks after 1.8 drops. Then determining if the Shotgun needs a buff for the following patch.
And of course, hit detection is not a Balance factor, so they should fix any problems there at their first opportunity.
Fox Gaden: DUST Wall of Fame, 2014
|
Fox Gaden
Immortal Guides
2620
|
Posted - 2014.02.26 13:28:00 -
[124] - Quote
Korvin Lomont wrote:CCP should give SGs the same love they gave HMG because SG'S aren't precision weapons . They are short Range area of denial weapons powerfull, large spread with limited range... If Shotguns were shown to have no dispersion, then I am sure CCP would fix that bug just as they fixed the HMG once it was finally proven that the HMG had no more dispersion than a Laser Rifle. (I sort of wish they would bring the old HMG back as a Precision HMG as I finally got good with it once I figured out how it worked.) However, aside from some hit detection issues, it appears that Shotgun dispersion is working as intended.
Fox Gaden: DUST Wall of Fame, 2014
|
Medical Crash
CLONES AGAINST HUMANITY
209
|
Posted - 2014.02.27 02:06:00 -
[125] - Quote
It's not so much Deadzone as it is acceleration. So to recap, acceleration needs to be shortened (should take less time to reach full aiming speed), and max sensitivity needs to be increased two fold as a start. |
Medical Crash
CLONES AGAINST HUMANITY
209
|
Posted - 2014.02.27 02:09:00 -
[126] - Quote
Fox Gaden wrote:The Shotgun aims slowly because it is one of the most massive light weapons. It is quite a bit more chunky than any of the infantry rifles. While the pistols can be aimed quickly, and the Infantry Riles are still fairly light to handle, the Shotgun is a ponderous thing for a light or medium suit to be carrying. Only the heavy weapons are slower to aim, and slower to bring to bare when coming out of a sprint.
That of course is the RP explanation. From a game play perspective the slow aiming of the shotgun is one of the many balance features which keeps the ShotgunGÇÖs high alpha damage from being overpowered. Now wether these factors are properly in balance is another matter. Lets look at what they are.
Damage is balanced by: - Short rang - Slow aim & time required to bring to bare coming out of a sprint. - Rate of fire - Ammo capacity - Reload speed
Hit detection is not a balancing factor, and if there is a problem, then it needs to be fixed.
Currently the balance has been thrown off due to the popularity of Brick tanking to compensate for the short TTK. Normally brick tanking would be far less common due to having to sacrifice mobility to get that extra health, and because normally it would not be as needed. However, with such a short TTK mobility is less beneficial and larger health pools are vastly more helpful.
Essentially automatic weapons became more powerful, the community compensated by brick tanking their suits, and the shotgun got left behind.
It may be that the Shotgun has too short a range, is ponderously slow when aiming, and needs a faster rate of fire. Or it may be that buffing any of these things at the same time that people are switching from brick tank fits to speed or shield recharge fits, could make the Shotgun suddenly Over Powered. You saw what happened when AV was nerfed and Tanks were buffed at the same time.
I would favour leaving the Shotgun unchanged for 1.8, and then assessing the state of the Shotgun two weeks after 1.8 drops. Then determining if the Shotgun needs a buff for the following patch.
And of course, hit detection is not a Balance factor, so they should fix any problems there at their first opportunity.
Edit: RP explanation for Shotguns having a short range: The Shotgun in DUST is a Plasma weapon. It fires a number of small supper heated pellets of plasma that are held in electromagnetic suspension until fired. (Otherwise the shotgun would melt into slag.) These superheated pellets contain an immense amount of energy in an unstable state. When they impact the target they release that heat energy, vaporizing the surface they impact, causing an explosive out-gassing of vaporized material. Very deadly at close range, but as the pellets travel through the air they out-gas and cool, losing much of that stored energy. At 15m they impact like hot paint balls and by 25m they would have literally evaporated.
No. I don't care if the shotgun is a "high Alpha weapon", it already has a con, which is it's smurf range of effectiveness. That range problem alone should be enough of a penalty. There is no reason I can't AIM as fast as someone moves. It doesn't make sense. Hold on, I'll be back, I gotta call Johnnie Cochran. He's got a mean Chewbacca Defense that wins cases like these. |
Korvin Lomont
United Pwnage Service RISE of LEGION
623
|
Posted - 2014.02.27 09:06:00 -
[127] - Quote
Fox Gaden wrote:Korvin Lomont wrote:CCP should give SGs the same love they gave HMG because SG'S aren't precision weapons . They are short Range area of denial weapons powerfull, large spread with limited range... If Shotguns were shown to have no dispersion, then I am sure CCP would fix that bug just as they fixed the HMG once it was finally proven that the HMG had no more dispersion than a Laser Rifle. (I sort of wish they would bring the old HMG back as a Precision HMG as I finally got good with it once I figured out how it worked.) However, aside from some hit detection issues, it appears that Shotgun dispersion is working as intended.
Maybe dispersion is working as intended but the current implementation is stupid, the SG does not hit everything in the circle you need to be dead on target to get a hit. And to be honest the operation skill (spread reduction ) makes things worse.
The SG has so many flaws: - a skill tree that does not benefit the SG - unreliable HD (ok this is true for most singleshot weapons) - rather low alpha (for a SG) - ridiculous optimal range |
Lightning xVx
R 0 N 1 N
387
|
Posted - 2014.02.27 13:10:00 -
[128] - Quote
Simple solution just fix HD and range. I'll be happy. |
Faquira Bleuetta
Fatal Absolution General Tso's Alliance
246
|
Posted - 2014.02.27 13:16:00 -
[129] - Quote
Lightning xVx wrote:Simple solution just fix HD and range. I'll be happy. add 10 meter 600 splash damage and also burning effect damage 500 over time
Fatal Absolution bench proficiency lvl 5
why so serious zatara
|
Racro 01 Arifistan
501st Knights of Leanbox INTERGALACTIC WARPIGS
175
|
Posted - 2014.02.27 13:19:00 -
[130] - 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.
against anything should be OHK but for hevays i should admit that they should take 2 minimum |
|
Scout Registry
Nos Nothi
1350
|
Posted - 2014.02.27 13:37:00 -
[131] - Quote
Data:
Weapon,Range,Efficiency,Target Shield,Target Armor,Remaining Shield,Remaining Armor,Total Damage CRG (42x12),5m,1,153,446,0,158,441 CRG (42x12),5m,1,153,446,0,158,441 CRG (42x12),5m,1,153,446,0,158,441 CRG (42x12),5m,1,153,446,0,158,441 CRG (42x12),5m,1,153,446,0,158,441 DREN (40x12),5m,1,153,446,0,191,408 DREN (40x12),5m,1,153,446,0,212,387 DREN (40x12),5m,1,153,446,0,193,406 DREN (40x12),5m,1,153,446,0,212,387 DREN (40x12),5m,1,153,446,0,181,418 DREN (40x12),5m,1,371,298,0,224,445 DREN (40x12),5m,1,371,298,0,219,450 DREN (40x12),5m,1,371,298,0,212,457 DREN (40x12),5m,1,371,298,0,223,446 DREN (40x12),5m,1,371,298,0,223,446 DREN (40x12),12m,0.5,371,298,210,298,161 DREN (40x12),12m,0.5,371,298,170,298,201 DREN (40x12),12m,0.5,371,298,189,298,182 DREN (40x12),12m,0.5,371,298,169,298,202 DREN (40x12),12m,0.5,371,298,232,298,139
Observations:
At 5 meters, Standard Shotguns hit for 350-450 (high variability). At 5 meters, Advanced Shotguns hit for 400-450 (low variability). * Didn't test Prototype; projecting 450-500 (low variability). * Test conducted with Shotgun Operation V, Proficiency V.
Side Note:
* Each step outside of 5 meters returns a massive Efficiency Rating and Damage Output drop.
Conclusions:
* Scouts and Low HP Med-Frames can be OHK'd at 5 meters. * Medium to High HP Med-Frames and Heavies cannot be OHK'd.
Recommendation:
* Shotgunners should be using Nova Knives or a Fine Rifle. |
Sana Rayya
WASTELAND JUNK REMOVAL Top Men.
896
|
Posted - 2014.02.27 13:45:00 -
[132] - Quote
Scout Registry wrote: Recommendation:
* Shotgunners should be using Nova Knives or a Fine Rifle.
There's a world of difference between a 5m effective range and a 1m effective range.
I'm trying to get better with the knives but they are really tough to use, especially on maps without a city socket as the primary battle area.
Whether it's better to use a rifle - maybe. To each his own. I prefer getting up close and personal, just not close enough to pig-stick the other guy ;) |
INFINITE DIVERSITY IDIC
Intara Direct Action Caldari State
383
|
Posted - 2014.02.27 13:51:00 -
[133] - 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. Its actually fine as is, butin 1.6 they were fixed and fine, then in 1.7 they went back to missing 30% of the time. |
Scout Registry
Nos Nothi
1351
|
Posted - 2014.02.27 13:51:00 -
[134] - Quote
Sana Rayya wrote:Scout Registry wrote: Recommendation:
* Shotgunners should be using Nova Knives or a Fine Rifle.
There's a world of difference between a 5m effective range and a 1m effective range. I'm trying to get better with the knives but they are really tough to use, especially on maps without a city socket as the primary battle area. Whether it's better to use a rifle - maybe. To each his own. I prefer getting up close and personal, just not close enough to pig-stick the other guy ;)
Very much impressed with guys like you, Fusion, Lightning xVx. I cannot argue with your results :-)
That said, you Shotgun Heroes would likely perform better this build with a Fine Rifle ...
* Similar DPS. * No 5m Range Restriction. * No Backpedal / Bunny Hop Counter. * Less Risk (closing gap, disclosing position). * More Tactical Options (cover, engagement angles, etc). * Better Odds vs Multiple Targets. * Etc Etc Etc
^ Lots of Benefits. No Draw Backs (other than less Style). Just food for thought.
Maybe this will all change in 1.8. For now, CCP really doesn't like Shotguns. |
Frank Olson Usul
BLACK-GUARD Die Fremdenlegion
70
|
Posted - 2014.02.27 15:04:00 -
[135] - 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.
If the Shotguns should be 1-hit killers, what should the nova-knives be then? 0 hit killers? |
Cat Merc
Ahrendee Mercenaries General Tso's Alliance
6872
|
Posted - 2014.02.27 15:17:00 -
[136] - Quote
Frank Olson Usul 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. If the Shotguns should be 1-hit killers, what should the nova-knives be then? 0 hit killers? Nova knives are sidearms and take no ammo.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
|
DEZKA DIABLO
0uter.Heaven
316
|
Posted - 2014.02.27 15:35:00 -
[137] - Quote
Yup totally wasted points going to proficiency 4, alt has lv 1 sg and theirs basically no difference except I might get one more shot off, which makes a diff trying to unload a clip but not to shoot two or three consecutive shots
Dead trigger master , an ya I do that ISH ON PURPOSE!
|
JP Acuna
Pendejitos Canis Eliminatus Operatives
79
|
Posted - 2014.02.27 16:30:00 -
[138] - Quote
I don't know, they seem fine to me, i'm a Shotgun user myself.
My problem is the RoF, but i'm willing to invest SP into that proficiency skill and max it out. Plus, the RoF is only a problem because the ttk is too low so other weapons kill you way too fast. But that's being changed in 1.8, and a TTK increase seems like enough buff for the Shotty, i believe. |
JP Acuna
Pendejitos Canis Eliminatus Operatives
79
|
Posted - 2014.02.27 16:32:00 -
[139] - Quote
DEZKA DIABLO wrote:Yup totally wasted points going to proficiency 4, alt has lv 1 sg and theirs basically no difference except I might get one more shot off, which makes a diff trying to unload a clip but not to shoot two or three consecutive shots
Have you seen Jolly Rog3r?? He's a beast with a shotgun. In his videos i clearly see a huge difference between his RoF and mine. And he only has proficiency to lvl4, i have none. It's a great advantage. |
Scout Registry
Nos Nothi
1352
|
Posted - 2014.02.27 16:46:00 -
[140] - Quote
JP Acuna wrote:DEZKA DIABLO wrote:Yup totally wasted points going to proficiency 4, alt has lv 1 sg and theirs basically no difference except I might get one more shot off, which makes a diff trying to unload a clip but not to shoot two or three consecutive shots Have you seen Jolly Rog3r?? He's a beast with a shotgun. In his videos i clearly see a huge difference between his RoF and mine. And he only has proficiency to lvl4, i have none. It's a great advantage. Slight advantage. Noticeable every 2 levels. Huge? No. |
|
JP Acuna
Pendejitos Canis Eliminatus Operatives
79
|
Posted - 2014.02.27 17:04:00 -
[141] - Quote
Scout Registry wrote: Jolly's also a beast with a Rail Rifle. Good players are good players. "Look at so-and-so" isn't a measure of balance.
Which means you need skill to be good with a shotgun, not the shotgun be good for you. |
Marc Rime
293
|
Posted - 2014.02.27 17:52:00 -
[142] - Quote
JP Acuna wrote:Scout Registry wrote: Jolly's also a beast with a Rail Rifle. Good players are good players. "Look at so-and-so" isn't a measure of balance.
Which means you need skill to be good with a shotgun, not the shotgun be good for you. I think what he meant was that player skill can compensate for gear deficiencies and that you, therefore, can't tell if a weapon is balanced just because one player does well with it. So yes, you're right. Shotguns require more player skill, but it's because the player need to make up for its deficiencies. Thus, shotguns are under powered. |
Scout Registry
Nos Nothi
1354
|
Posted - 2014.02.27 17:52:00 -
[143] - Quote
JP Acuna wrote:Scout Registry wrote: Jolly's also a beast with a Rail Rifle. Good players are good players. "Look at so-and-so" isn't a measure of balance.
Which means you need skill to be good with a shotgun, not the shotgun be good for you. Agreed.
Skill intensive. Unforgiving. Yet comparable DPS to Fine Rifles. Which are infinitely more versatile.
Go figure. |
Annie Oakley II
TeamPlayers Negative-Feedback
19
|
Posted - 2014.02.27 18:40:00 -
[144] - Quote
^ Amen. |
Shutter Fly
Molon Labe. General Tso's Alliance
269
|
Posted - 2014.02.27 19:33:00 -
[145] - Quote
Scout Registry wrote:Sana Rayya wrote:Scout Registry wrote: Recommendation:
* Shotgunners should be using Nova Knives or a Fine Rifle.
There's a world of difference between a 5m effective range and a 1m effective range. I'm trying to get better with the knives but they are really tough to use, especially on maps without a city socket as the primary battle area. Whether it's better to use a rifle - maybe. To each his own. I prefer getting up close and personal, just not close enough to pig-stick the other guy ;) Very much impressed with guys like you, Fusion, Lightning xVx. I cannot argue with your results :-) That said, Shotgun Heroes would perform even better this build with a Fine Rifle ... * Similar DPS. * No 5m Range Restriction. * No Backpedal / Bunny Hop Counter. * Less Time between Engagements (flanking, positioning, stalking). * Less Risk (disclosing position to close gap). * Superior Tactical Options (cover, elevation, angles). * Better Odds vs Multiple Targets. * Etc Etc Etc ^ Lots of Benefits. No Draw Backs (other than less Style). Just food for thought. Maybe this will all change in 1.8. Doubtful. CCP really doesn't like Shotguns. I can attest to this. I've been using the CR much more frequently over the past few weeks, and my average monthly/weekly stats have gone through the roof.
Earlier this week I went into a Skirm solo to test a new Pro Gal SG build, and ended up going 31/3, one of only 2-3 on my team that got over 9 kills or went positive. The problem is, just because I can do really well with the shogun every few games, doesn't mean it's equal with the other weapons. I fought tooth and nail for every single one of those kills, and was constantly focused solely on not dieing.
With a Boundless CR, 20+ kills? <5 deaths? No problem. Find a good mid range position, throw down an Allotek Nanohive, and watch the kills roll in. The CR takes significantly less effort, has significantly less risk, and ultimately puts much better numbers on the board.
Almost all the players you see doing well with the shotgun have other weapons, and they probably do just as well or better with them. |
Scout Registry
Nos Nothi
1355
|
Posted - 2014.02.27 20:09:00 -
[146] - Quote
Annie Oakley II wrote:^ Amen. Take note, newberries. We are in the presence of a God :-) |
Korvin Lomont
United Pwnage Service RISE of LEGION
624
|
Posted - 2014.02.27 20:23:00 -
[147] - Quote
JP Acuna wrote:Scout Registry wrote: Jolly's also a beast with a Rail Rifle. Good players are good players. "Look at so-and-so" isn't a measure of balance.
Which means you need skill to be good with a shotgun, not the shotgun be good for you.
This rather means good players can make crap weapons work...but at the same time they will be even better with a good weapon. That someone get kills with a SG doesn't mean the weapon is fine. I get kills with the laser and even with the PLC its possible and there are some guys doing great things with the PLC on occasion... |
DEZKA DIABLO
0uter.Heaven
318
|
Posted - 2014.02.28 00:41:00 -
[148] - Quote
JP Acuna wrote:DEZKA DIABLO wrote:Yup totally wasted points going to proficiency 4, alt has lv 1 sg and theirs basically no difference except I might get one more shot off, which makes a diff trying to unload a clip but not to shoot two or three consecutive shots Have you seen Jolly Rog3r?? He's a beast with a shotgun. In his videos i clearly see a huge difference between his RoF and mine. And he only has proficiency to lvl4, i have none. It's a great advantage. Ya but you don't base a weapon on how the best players in the game, that's what got sg an scouts NERFED going into uprising, plus nobody makes videos on how many times the sg F's up
Dead trigger master , an ya I do that ISH ON PURPOSE!
|
Medical Crash
CLONES AGAINST HUMANITY
212
|
Posted - 2014.03.04 04:09:00 -
[149] - Quote
Marc Rime wrote:JP Acuna wrote:Scout Registry wrote: Jolly's also a beast with a Rail Rifle. Good players are good players. "Look at so-and-so" isn't a measure of balance.
Which means you need skill to be good with a shotgun, not the shotgun be good for you. I think what he meant was that player skill can compensate for gear deficiencies and that you, therefore, can't tell if a weapon is balanced just because one player does well with it. So yes, you're right. Shotguns require more player skill, but it's because the player need to make up for its deficiencies. Thus, shotguns are under powered. Yes, the aiming in general is *****. The acceleration is too slow, it takes too long to reach full speed. Plus, aiming speed is still too slow at 100% sensitivity. Go on BF3 with sensitivity set at 80% then come back to DUST, and you'll see what I mean. The way aiming is right now, shotguns can not be used face to face to win most encounters, flanking is more effective right now, since your opponent won't be strafing. Assuming you're dampened of course. |
MINA Longstrike
2Shitz 1Giggle United Brotherhood Alliance
340
|
Posted - 2014.03.04 04:17:00 -
[150] - Quote
Disturbingly Bored wrote:I never understood why Shotgun doesn't get a Proficiency damage boost. Without that, it stays a perpetual noob killer and that's about it.
Some pros do well with it, but those same people would do well with just about anything. Because proficiency redefines base damage so the proto shotgun that does 44 dmg per pellet before damage mods is now up to 50.6 a shot (506 dmg a shot if all 10 pellets land) and then if you're running 3x cplx dmg mods its even crazier being about a 26.7% increase on top of that. You'd be doing almost 650+ dmg a shot not counting resists.
1shot killing power isn't needed, 2shots is more than enough if you're flanking. |
|
|
|
|
Pages: 1 2 3 4 [5] 6 :: one page |
First page | Previous page | Next page | Last page |