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LT SHANKS
Amarr Templars Amarr Empire
1845
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Posted - 2014.04.15 01:41:00 -
[1] - Quote
I made a thread asking why none of these threads have been created in the last few weeks, so I'll take it upon myself to make one for all those who are hesitant to do so.
CCP, Shotguns are still not in a good place. Hit detection is still off. SG proficiency should also be reverted back to the original RoF bonus, and finally, operations should not make the spread tighter.
Do not let the cloak and shotgun combo fool you into thinking that the SG needs to be nerfed or that it is decent in its current iteration. The weapon still needs work to be done on it.
*This should be fun...* |
Forever ETC
703rd Ishuk-Raata Enforcement Directive
281
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Posted - 2014.04.15 01:52:00 -
[2] - Quote
It should not take 6 shots to kill a moving Medium Suit at point blank with my shotgun.
Well, time to go Commando. Fill the Ranks at 703rd.
Love,Hate, and everything in between.- ETC 2013
THIS IS AMARR!!!
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Spectre-M
The Generals General Tso's Alliance
408
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Posted - 2014.04.15 01:53:00 -
[3] - Quote
Agree on everything.
Maybe operations is for ROF and pro is like all the other weapons. Although I would like to see the decloak firing delay to equal the animation cycle. In TF2 there was nothing more rewarding than evading pyros than decloaking right behind them hoping they don't look back before you decloak. Then backstabbing them and thier whole squad.
"Sorry to pop in unannounced".
Amarr Factional Warfare Loyalist
Minnmatar in Amarr Armor
I am a Wolf in Sheeps Clothing
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LT SHANKS
Amarr Templars Amarr Empire
1848
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Posted - 2014.04.15 02:14:00 -
[4] - Quote
Spectre-M wrote:Agree on everything.
Maybe operations is for ROF and pro is like all the other weapons. Although I would like to see the decloak firing delay to equal the animation cycle. In TF2 there was nothing more rewarding than evading pyros than decloaking right behind them hoping they don't look back before you decloak. Then backstabbing them and thier whole squad.
"Sorry to pop in unannounced". Operations increasing RoF? Sounds good to me. |
Godin Thekiller
OSG Planetary Operations Covert Intervention
2006
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Posted - 2014.04.15 10:24:00 -
[5] - Quote
I'd rather see a better optimal as prof, **** the extra damage. Also yes to the rest.
click me
Blup Blub Bloop. Translation: Die -_-
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LT Shanx
OSG Planetary Operations Covert Intervention
72
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Posted - 2014.04.15 22:33:00 -
[6] - Quote
Godin Thekiller wrote:**** the extra damage. So true. The SG does not need any damage buffs. I believe that is what the current Operations does for it: tries to increase damage by tightening the spread so that more pellets hit. By leveling up the skill, the SG becomes more of a precision weapon--which it is not suppose to be.
If Operations were to be changed to an RoF bonus and if Proficiency increased the SG's optimal, then the SG would need no further adjustment. Make these changes happen and fix hit detection and the Shotgun would be perfect. |
Je-NOVA
ZionTCD
9
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Posted - 2014.04.15 22:47:00 -
[7] - Quote
Godin Thekiller wrote:I'd rather see a better optimal as prof, **** the extra damage. Also yes to the rest.
I would like it to do less damage with a better optimal and effective range as well. It would still be effective if it did 300 full damage up to 10 meters away as long as all the pellets hit. It would still be best to use at 5 meters because all pellets would hit the target but it wouldn't feel completely useless at longer ranges. I'd say to give it 30 meters effective and 10 meter optimal with a slow falloff in damage. |
Hoover Damn
H.A.R.V.E.S.T. Lokun Listamenn
106
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Posted - 2014.04.18 08:17:00 -
[8] - Quote
Forever ETC wrote:It should not take 6 shots to kill a moving Medium Suit at point blank with my shotgun. It never does.
You missed.
"Any job worth doing with a laser is worth doing with many, many lasers." - Unknown
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a brackers
Vanguardian Remnant
16
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Posted - 2014.04.18 09:57:00 -
[9] - Quote
Id rather see scouts become visible before they start firing, not after the 5th or 6th shot
Proto dropship pilot
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bogeyman m
Krusual Covert Operators Minmatar Republic
169
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Posted - 2014.04.18 15:23:00 -
[10] - Quote
As long as an invisible [dropsuit] can 2-shot kill a 1,000-ish eHP player with a militia shotgun (presumably with high proficiency) before de-cloaking, you'll get no sympathy from me.
Duct tape 2.0 > Have WD-40; will travel.
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Spike Slania
CREATURES OF THE NIGHT
30
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Posted - 2014.04.18 15:54:00 -
[11] - Quote
bogeyman m wrote:As long as an invisible [dropsuit] can 2-shot kill a 1,000-ish eHP player with a militia shotgun (presumably with high proficiency) before de-cloaking, you'll get no sympathy from me.
I'm one of those players that get 1-2 shotted by a Militia Shotgun!
I'm not too far from you, I can't wait to see you, again and again
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DEZKA DIABLO
THE FOOTCLAN
655
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Posted - 2014.04.18 16:02:00 -
[12] - Quote
I'd rather the operation skill increase rof and prof do the shield damage and just take the spread tightening out completely. The sg at prof now with proto is 607 to shields, I like that especially against a cal heavy, but it needs a better rof with strafing blue shields against cloakers, that take no damage and begin destroying u with 700 HP and a six kin cr before they even take damage.
My remotes got NERFED cuz you whine like a B!+Gé¼[-]!
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Contaminator Aquarius
WASTELAND JUNK REMOVAL Top Men.
77
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Posted - 2014.04.18 16:32:00 -
[13] - Quote
I still don't understand why people want a rate of fire bonus. They complain about hit detection and say they need to get shots off faster when advanced sentinels both shield and armor tanks can easily be two shot.
That said I don't think shotguns are working as they should, but I don't think the rate of fire buff is the solution. Shotguns should be functioning like in every other game: Get close kill em in one shot, if you don't kill em you are kinda screwed. However I would like to see optimal pushed out to about 10m leave the spread reduction skill but amp the damage a bunch and drop the RoF. that way you are rewarded for getting close and getting that one shot kill, but you aren't hopping around missing shot after shot after shot then suddenly your lucky spray gets a head shot and bam kill.
TL;DR I guess what I am proposing is give the shot gun a reason to have spread and not require you to be standing next to the person to make it happen. Reduce RoF(tiny tiny bit), Increase damage per pellet(reasonable amount), increase optimal range to 10-15m.
admitting you are being illogical doesn't validate your point. It shows you know you are being dumb and keep talking
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Galvan Nized
Deep Space Republic
899
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Posted - 2014.04.18 17:04:00 -
[14] - Quote
bogeyman m wrote:As long as an invisible [dropsuit] can 2-shot kill a 1,000-ish eHP player with a militia shotgun (presumably with high proficiency) before de-cloaking, you'll get no sympathy from me.
Ya the no instant decloak sucks but that is not the fault of the shotgun.
Shotguns are extremely precise against a moving opponent, no way you'll land every shot. Plus you can hit and do no damage. Not factoring in the free shot from decloak you'll more easily kill opponents with a CR. It will be quicker and from 10x the range. |
Llast 326
An Arkhos
2911
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Posted - 2014.04.18 18:01:00 -
[15] - Quote
LT SHANKS wrote:I made a thread asking why none of these threads have been created in the last few weeks, so I'll take it upon myself to make one for all those who are hesitant to do so. You brave glorious bastard, you
LT SHANKS wrote:CCP, Shotguns are still not in a good place. Hit detection is still off. SG proficiency should also be reverted back to the original RoF bonus, and finally, operations should not make the spread tighter.
Do not let the cloak and shotgun combo fool you into thinking that the SG needs to be nerfed or that it is decent in its current iteration. The weapon still needs work to be done on it. Hit detection is, and always has been an issue with the SG, though it is not limited to the SG, it is more noticeable as it is not a stream of bullets that rifles have. You do notice Hit Detection issues more on SG, NK, SR, most pistols. I would like to see this fixed.
Return to the RoF Prof would be nice, I actually would like to see Prof have different effects on each weapon rather than the damage focus.
Operation making the shots tighter has always been an interesting approach. It seems so very counter intuitive for a SG to me. I think the sweet spot was operations 3 for me, not to narrow and not to spread out, and since the damage tiering on the SG does nothing this is really the ideal place to stayGǪ that is not right.
If CCP tradition holds and the SG is a place holder for other racial SG, we will likely see some interesting variations, and some changes to the current SG. I don't know what the plan is, but i would love to see what they have in mind.
LT SHANKS wrote:*This should be fun...* Indeed
KRRROOOOOOM
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LT SHANKS
Amarr Templars Amarr Empire
1917
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Posted - 2014.04.25 01:08:00 -
[16] - Quote
So, I recently did some testing on an alt who is skilled up to shotgun Operations V and Proficiency IV.
From what I could gather, I now believe hit detection contributes less to why shots miss for those who are heavily skilled into SGs. If what I observed is correct, the SG may be suffering from something similar to that of the pre-buff HMG: it being too accurate.
Without aim assist on, my shots seemed to be most effective when the enemy was directly in the center of the reticule. Although this may be a given, it surprised me to see that shots fired with the enemy filling up a fourth of the reticule would produce little to no damage. To have something to compare against, I did similar tests on an alt that has no SP invested into shotguns. With the MLT variant, the spread of the SG's blast was actually existent.
By skilling into Operations, the shotgun becomes a precision weapon: something that counteracts its purpose and design. Some skilled players may already have adjusted to this, but I feel CCP should change the skill to help alleviate many of the hit detection problems associated with the SG.
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