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Thread Statistics | Show CCP posts - 6 post(s) |
Temias Mercurial
Knights Of Ender RISE of LEGION
189
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Posted - 2014.08.28 02:27:00 -
[1] - Quote
Derpty Derp wrote:CCP Rattati wrote:The data is both popularity and efficiency, the Breach is both unpopular and has worse efficiency than all the other weapons. I think the latter explains the former. Shotguns also have the issue of the basic being just as useful as the proto... So everyone can use the cheap stuff to farm easily in pubs & keep their costs low... Seen people running basic shotguns on proto suits... they still 2 shot a heavy... Perhaps ammo cap should increase between basic - proto.
Ammunition is low enough as is. Perhaps a pellet increase upon tier, after reducing the basic varient's first and go up from there? If not, then drastic increases in damage could be implemented, after the basic varient has it's reduced to a margin, making advanced and prototype varients significantly more powerful and worthwhile than the former,and again, go up from there.
Reduced and then increased upon tier pellets could be interesting, but my concern with that it could possibly screw around with hit detection and performance, even though it doesn't have hit detection issues currently (for me anyway), it's just that the reticule completely lies to you, implying that it's suppose to spread, but in actuality it's dead frickin' center, like the Hmg use to be, and is likely the same issue with the accuracy simply being too accurate. The accuracy could be reduced by about 0.10, like the Hmg was to actually give it spread, which increased its performance very significantly (I believe that was the amount anyway, 0.10, don't take my word for it). I've just trained myself to the point of using the shotgun almost effortlessly and have no issues with it other than my own human error, but playing the game for over a year now will do that to you...
You won't two shot a severely tanked heavy btw (unless their caldari, poor bastards...), which is likely at least or over 1400ehp with 2 shots from a basic shotgun, but it probably would need 3-5 shots in total to do so. That's the only time when an advanced or prototype shotgun comes in handy, otherwise, having a standard shotgun allows you to improve upon your fitting with the more room, and depending on their fit, makes them immensely more dangerous.
The breach is amazing, but having only the two shots hinders the user greatly. Even if you're sacrificing your combat abilities for increased fire power, it really puts you on the spot, and can easily get you killed in the most inopportune of situations. I think having 4 shots would be generous, but a minimum of 3 would nice, and likely increase its use a bit.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Temias Mercurial
Knights Of Ender RISE of LEGION
189
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Posted - 2014.08.28 02:32:00 -
[2] - Quote
Thurak1 wrote:CCP Rattati wrote:P.P.S Shotguns and Burst HMG are OP Wow a dev has actually said something i agree with. The funny thing is that i am a burst hmg user. Having a blast right now with 3 damage mods prof 5 and a burst hmg mowing over even most other sentinels in my way. I somewhat feel bad.. Right up till some scout decloaks behind me and firest off 3 rounds into my head before i can even turn around. Right up till then though i feel a little bad.
I do agree that it's a tad too powerful, and love the damn thing, but unless ganged up on, very few can stand toe to toe with me in my speed tanked/damage modded Minmatar Sentinel. It's like having a shotgun firing up to 40m, and is only that much better when you have speed and 3 second full stamina regeneration with the Minmatar...
I only hope that it doesn't get nerfed too bad, but with the current progress of balancing weapons and changes, I'm not too concerned about it becoming the next flaylock.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Temias Mercurial
Knights Of Ender RISE of LEGION
189
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Posted - 2014.08.28 19:28:00 -
[3] - Quote
Bradric Banewolf wrote:Gavr1lo Pr1nc1p wrote:Himiko Kuronaga wrote:Cass Caul wrote:CCP Rattati wrote:P.P.S Shotguns and Burst HMG are OP You're shitting us, right? The Shotgun is a tool for pubs. It can't compete against dropsuits with enough HP to tank 2 shots. Oh yes it can. The stupid weapon is basically god tier on a cargo hub because the scout can pretty much hop the railing and trolololol all the way home after putting a few shells into the back of a heavies head. Burst HMG is whatever. Nerf it to its previous stats or leave it the same, makes no difference to me. Assault HMG is the only one that's truly horrible. Umm people who complain about the shotgun are generally not very good players...its a very easy weapon to counter, considering it doesn't shoot past 10 meters, and is about as effective as an ACR or duvolle in CQC. The burst HMG, however.... Shotguns hit further than 10 meters
You mean they tickle at 10+ meters, right?
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Temias Mercurial
Knights Of Ender RISE of LEGION
189
|
Posted - 2014.08.28 19:42:00 -
[4] - Quote
Thor Odinson42 wrote:843-Vika wrote:Breakin Stuff wrote:shotgun isn't overpowered by itself. It's the shotgun + the current iteration of the scout.
Bluntly the Prototype SMGs are just as bad so far as it goes, and nova knives.
But it's the current iteration of the scout suit that makes it seem OP, pure and simple. The ease of getting into shotgun optimal is the killer, not the weapon itself. Before the current scout meta shotguns were niche weapons operated by solo opportunists who were incredibly sneaky without the EWAR buffs. The Ewar passive buffs were what always made the scouts so OP but with the addition oof the cal and ammar scouts that was where they started to stand out. Shotguns were always a niche weapon like you said and before they changed the proficiency skill the extra RoF was very much needed, and is still needed because like you said if you miss the first shot your just another dead clone for the biomass chambers. The passive scans being so powerful along with active scanners are what make the Gal Scout so powerful. When you can see 95% of the players that one that is invisible is going to tear some stuff up.
Assuming that you're referring to being both visually and and electronically cloaked, it honestly isn't hard to fight of the offending scout. They're versatile, but not powerful by default. Unless you're a new player (lol), and have lackluster experience with using and observing radar or cloaks, then it makes a difference, but the average player isn't completely blind, and this is quite evident as playing mainly as a scout (Gallente and Minmatar). I do use Assaults and Heavies in the same matches, and I just choose what suits the situation. I am seeing a lot more redberries and blueberries that don't even seem to understand how shooting works as of late, let alone having the ability to counter a cloak user, which makes them easy kills for anyone with experience... which is sad, as I can only interpret that as a migrating player base flocking to the next big thing. I had large channel of people that I played with quite frequently, and there are only about 4 of them left now that bother to get on.
The only time I find cloaks difficult to see is if the background is insanely bright, or I'm flying around in my Incubus, as I'm moving too fast in the air and players on the ground are smaller in perspective, making cloaks difficult to track, but it is hardly an issue in balance, gameplay, or mechanics in that case. It's fine as is.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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