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Thread Statistics | Show CCP posts - 7 post(s) |
ratamaq doc
Onslaught Inc RISE of LEGION
875
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Posted - 2014.09.05 17:23:00 -
[151] - Quote
CCP Rattati wrote:ratamaq doc wrote:CCP Rattati wrote:Watching the TAR vs Scrambler video and poring over the rifle data, we propose these small tweaks. In most cases, the Gallente rifle family just has overall the worst comparative kick and dispersion so we want to bring them closer to the rest of the rifles.
Bear in mind that these are very small tweaks except for the Gallente ones that are heavily underperforming
Reduce Hipfire dispersion of Tactical Assault Rifle (TAR) to be closer to the Scrambler Rifle (considerable)
Reduce Hipfire Kick of TAR to be closer to Scrambler Rifle (considerable)
Increase Hipfire Kick of Scrambler Rifle to be closer to TAR (tiny)
Reduce Hipfire Kick of Gallente Assault rifle (tiny)
Reduce Hipfire Kick of Gallente Burst Assault Rifles (tiny)
Reduce Zoomed Dispersion of Gallente Breach Rifles (considerable)
Set ROF of both Scrambler and TAR to 600
Increase Hipfire Kick of Rail Rifles on second or more rapid consecutive shot, so full auto will be less accurate in CQC (some)
There are no tweaks for the Assault Scrambler as it may be suffering from Armor tanking environment, unless there is a specific reason you can find, there is nothing in the stats that says it should be. Sweat, thanks for watching! I hope the increase to 600 rpm on the TAC fixes the misfire issue I tried to point out. The rest of the changes look good as well. I'll do a follow up video if these changes are made to compare. If you are offering, why not a Rail Rifle vs Breach AR comparison, and a Burst Rifle to Combat Rifle, and the crowning achievement, Assault Rifles vs each other. I would love to see what a veteran player thinks of each of these comparisons. .
As requested. CR vs BAR. Hope it's not too late.
http://youtu.be/qqiWBB6gWXw
YouTube
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Coleman Gray
Opus Arcana Covert Intervention
1186
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Posted - 2014.09.05 23:34:00 -
[152] - Quote
CCP Rattati wrote:Stickied and edited
Thanks for the input.
The fact of the matter is that the weapon's efficiency is considerably higher than the rest of the rifle population.
Those rifles are also measured against Public matches so doesn't create a comparison bias.
Turbo controllers, can be used for more than just the Scrambler, so the numbers should not be biased due to that
It is a skill weapon, for sure, which explains why it is less used than the other rifles.
I also believe, that even with a majority of the playerbase Armor tanking, it is going to be even more efficient through the shield module improvements we are proposing, after swaying more players over to Shield Tanking.
We certainly don't want to overnerf this weapon, just tweak it. ROF changes seem to hit both dps and turbo controllers.
What could be an acceptable reduction in ROF?
Only thing that needs tweaking is the weapon efficiency barely changing at all, same for the RR. Please please look into them, they shouldn't be 90% efficient in CQC
If Preparation is half of the battle and knowing is the other half, Then there is no need to fight.
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Meee One
Hello Kitty Logistics
1078
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Posted - 2014.09.06 02:00:00 -
[153] - Quote
Having not read any other post,and not using the ScR as much as others do.
How about: -Nerf the ROF of all lazors by 25% -Give a 5% ROF buff per level to Amarr assault/commandos
Amarr should be the best with their own tech after all.
This idea wasn't very thought out,i was just thinking of ways to cripple scouts and this came to mind.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Vitharr Foebane
Terminal Courtesy Proficiency V.
1900
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Posted - 2014.09.06 05:01:00 -
[154] - Quote
Meee One wrote:Having not read any other post,and not using the ScR as much as others do. How about: -Nerf the ROF of all lazors by 25% -Give a 5% ROF buff per level to Amarr assault/commandos Amarr should be the best with their own tech after all. This idea wasn't very thought out,i was just thinking of ways to cripple scouts and this came to mind. and why shouldn't an Amarr scout use laz0rs?
Amarr: Assault V, Scout V, Sentinel V, Commando V, Logistics IV
I place my faith in my God, my Empress, and my Laz0r
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Monkey MAC
Rough Riders..
3458
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Posted - 2014.09.06 09:52:00 -
[155] - Quote
Monty Mole Clone wrote:Monkey MAC wrote:It's not a case of the ScR being OP, it's a case of their being more OP things out there. you really need to make up your mind so whats more op than the scrambler and when can we see a fair assessment on those weapons?
If you look at the DPS Tuning thread, you'll see that after the changes made in DELTA all the other rifles will be balanced. Hopefully What more OP than the ScR is brick tanking, scouts with 700-800 eHP, Assault with just shy of a 1000, Heavies with nearly 1600 eHP, this shouldn't be possible especially with a PRO primary weapon equipped.
Biotic modules need serious buffs. We need more hybrid tanking modules We need more support modules.
Afterall pretty much any weapon will look UP when you pit it against someone with 2-3x your eHP
They call me the Monkey - I like to jump off sh** and piss RE's all over your tank!
Monkey Mac - Forum Warrior Lvl 3
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2581
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Posted - 2014.09.06 11:23:00 -
[156] - Quote
Hybrid tanking?
There is only shield tanking and armor tanking. Anything else is dual tanking and should be killed with fire.
Further, a 1500 HP fatsuit is remarkably squishy under the right kind of enemy action. Plasma cannons and shotguns are almost universally lethal, as is any fight outside 40m. |
BL4CKST4R
La Muerte Eterna Dark Taboo
3020
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Posted - 2014.09.06 12:34:00 -
[157] - Quote
Monkey MAC wrote:Monty Mole Clone wrote:Monkey MAC wrote:It's not a case of the ScR being OP, it's a case of their being more OP things out there. you really need to make up your mind so whats more op than the scrambler and when can we see a fair assessment on those weapons? If you look at the DPS Tuning thread, you'll see that after the changes made in DELTA all the other rifles will be balanced. Hopefully What more OP than the ScR is brick tanking, scouts with 700-800 eHP, Assault with just shy of a 1000, Heavies with nearly 1600 eHP, this shouldn't be possible especially with a PRO primary weapon equipped. Biotic modules need serious buffs. We need more hybrid tanking modules We need more support modules. Afterall pretty much any weapon will look UP when you pit it against someone with 2-3x your eHP
Hybrid tanking is brick tanking, the only exception being stacking a rack of complex armor plates but the penalties to that most of the time outweigh the HP, specially to scouts and medium.
supercalifragilisticexpialidocious
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Monkey MAC
Rough Riders..
3460
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Posted - 2014.09.06 19:40:00 -
[158] - Quote
BL4CKST4R wrote:Monkey MAC wrote:Monty Mole Clone wrote:Monkey MAC wrote:It's not a case of the ScR being OP, it's a case of their being more OP things out there. you really need to make up your mind so whats more op than the scrambler and when can we see a fair assessment on those weapons? If you look at the DPS Tuning thread, you'll see that after the changes made in DELTA all the other rifles will be balanced. Hopefully What more OP than the ScR is brick tanking, scouts with 700-800 eHP, Assault with just shy of a 1000, Heavies with nearly 1600 eHP, this shouldn't be possible especially with a PRO primary weapon equipped. Biotic modules need serious buffs. We need more hybrid tanking modules We need more support modules. Afterall pretty much any weapon will look UP when you pit it against someone with 2-3x your eHP Hybrid tanking is brick tanking, the only exception being stacking a rack of complex armor plates but the penalties to that most of the time outweigh the HP, specially to scouts and medium.
No no no, you misunderstand, a hybrid tanking module is the reactive plate. A little armour mixed with a low slot supporting module.
Things like Armour + CPU, Armour + CDR, Armour + Reg, Shield + PG, Shield + Codebreaker etc. Those are what I mean by 'hybrid tanking modules'.
Secondly I fully agree that 'Brick Tanking' needs to be eliminated, just so long as sensible dual tanking isn't screwed over at the same time.
After all is a 510 eHP Min PRO Assault (280 S + 230 A) really OP? There are scouts running round with more eHP than that.
They call me the Monkey - I like to jump off sh** and piss RE's all over your tank!
Monkey Mac - Forum Warrior Lvl 3
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CommanderBolt
Osmon Surveillance Caldari State
1481
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Posted - 2014.09.06 23:59:00 -
[159] - Quote
CCP Rattati wrote:Watching the TAR vs Scrambler video and poring over the rifle data, we propose these small tweaks. In most cases, the Gallente rifle family just has overall the worst comparative kick and dispersion so we want to bring them closer to the rest of the rifles.
Bear in mind that these are very small tweaks except for the Gallente ones that are heavily underperforming
Reduce Hipfire dispersion of Tactical Assault Rifle (TAR) to be closer to the Scrambler Rifle (considerable)
Reduce Hipfire Kick of TAR to be closer to Scrambler Rifle (considerable)
Increase Hipfire Kick of Scrambler Rifle to be closer to TAR (tiny)
Reduce Hipfire Kick of Gallente Assault rifle (tiny)
Reduce Hipfire Kick of Gallente Burst Assault Rifles (tiny)
Reduce Zoomed Dispersion of Gallente Breach Rifles (considerable)
Set ROF of both Scrambler and TAR to 600
Increase Hipfire Kick of Rail Rifles on second or more rapid consecutive shot, so full auto will be less accurate in CQC (some)
There are no tweaks for the Assault Scrambler as it may be suffering from Armor tanking environment, unless there is a specific reason you can find, there is nothing in the stats that says it should be.
Actually impressed with the set of changes proposed here. The Tac AR is back!
-=#[ Gastun's Forge ]#=-
MY LIFE FOR AIUR!
"I'm wasting away here" - "Get me back into zee fight!
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Maiden selena MORTIMOR
Amarr Templars Amarr Empire
162
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Posted - 2014.09.07 16:26:00 -
[160] - Quote
CCP Rattati wrote:Stickied and edited
Thanks for the input.
The fact of the matter is that the weapon's efficiency is considerably higher than the rest of the rifle population.
Those rifles are also measured against Public matches so doesn't create a comparison bias.
Turbo controllers, can be used for more than just the Scrambler, so the numbers should not be biased due to that
It is a skill weapon, for sure, which explains why it is less used than the other rifles.
I also believe, that even with a majority of the playerbase Armor tanking, it is going to be even more efficient through the shield module improvements we are proposing, after swaying more players over to Shield Tanking.
We certainly don't want to overnerf this weapon, just tweak it. ROF changes seem to hit both dps and turbo controllers.
What could be an acceptable reduction in ROF? Haha haha every person you sway to shield tanking becomes meat as far as I'm concerned. My laser rifle WILL DEATH TOUCH YOU ALL Idc of you have over 1k shields (not that you will )I will incinerate you nothing you do will save you from a real amarian. Bring it
no im not a mortedeamor alt..im her slave
When my master is banned I represent her wishes and that of the Mortimor famil
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Forever ETC
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
766
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Posted - 2014.09.07 21:23:00 -
[161] - Quote
Not sure if this has been mentioned but could the ScR Scope get a zoom buff. I find that when I use the ScR I tend to be in CQC territory due to the fact the zoom is not that great. But if I use a LR I will always stay 70m out because of the great zoom. Maybe this might help keep ScR users off the CQC territory and force them to range. Just thinking that's all...
"Your forefathers fought alongside the Empire, it is your choice to follow them or not." Captain Dante to "Forever".
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Exodeon Salviej
The Phoenix Federation
92
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Posted - 2014.09.08 17:29:00 -
[162] - Quote
The ScR to me is a very tricky weapon. The effectiveness of it is very noticeable when placed up against different eHP's. Sometimes, it'll mow down anything like people are blades of grass, and the ScR is a lawnmower. Other times, it just...doesn't do ****, not even to sheilds.
For Example: I'll run up on a proto Caldari Suit, usually Logistics, and the sheild damage is simply SO LOW it's not even viable to use. And you'd figure the Caldari Commandos, and Caldari Sentinels would be problematic. For me, everything is easy except for those damn Caldari Logis'. I DON'T GET IT!
Another thing I should bring up, and I beleive this is what actually keeps the ScR balanced at this time; The Overheat. When you first get it, the overheat is problematic. The bar fills up just fast enough to **** you over and either let the enemy kill YOU, or the Overheat will do it for them, and give the enemy an assist. But, when you equip it to an Amarr Assault, the overheat suddenly becomes...non-existant, I suppose. Yeah, it increases to the point where you can unload ALMOST half of your entire clip, which...if fired fast enough, can take down a heavy suit.
Thirdly, the damage profile...I can't call it off the top of my head without looking up while typing this, but I THINK the damage profile is just WAY too wide sometimes. It'll SHRED sheilds, but once the armor comes into play, it's like a constant trickle...millimeter, by millimeter the armor will go down.
Lastly, the dot sight...omg, that dot sight. Just...wow...it sucks SO BAD. The Scrambler Rifle has all of this WONDERFUL, WONDERFUL range, yet it has this dinky little red dot sight that barely zooms in. I personally beleive those red dot sights should be the Assault Variants. And the regulars should have a scope that's a little more powerful. I mean, seriously...look at the GLU-5 Tactical AR, it literally HAS A SCOPE on it. You can zoom in, and everything, and it WORKS...nicely at that.
P.S. the fire rate...I personally think the fire rate should be kept in case of panic situations, and for hipfire situations. If the dot sight is changed from the dot sight to a literal scope, then I'm sure the fire rate issue can be resolved as people don't want to be looking at the render detail of someones' suit because they're so close, and it'll also drop down the tracking ability of the ScR. I personally beleive that a lot of the issue is caused BY THE DOT SIGHT, not the fire rate, or anything else. The dot sight makes it a close-range assault weapon. A scope would force people to keep their distance, unless they want to be swiss cheese.
Your face is something to shoot, so I will shoot. Don't be offended, I do it to everyone.
Commandoooo punch! >:D
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Vesta Opalus
Kang Lo Holding
24
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Posted - 2014.09.08 17:44:00 -
[163] - Quote
I'm not going to talk about modded controllers, I'll talk about intended use/balance and what I think its general issues are.
I have used the scrambler alot and have had it used against me, and I don't think this gun is under or overpowered across the board, however I do think it is imbalanced in many ways. WHA? Yeah, let me go into that some.
Its overpowered against shield suits. 130% (I think?) is too much. I have zapped away the entire shield pool of a caldari heavy in one charged shot with this thing. Any shield suit that is actually dedicated to shield tanking can be absolutely <1 sec mauled by this thing.
Its overpowered against low-tank suits. Doesnt even need to be shield suits. Any suit with <300-400 health is just food for this thing.
Its underpowered against high hp pools, especially armor tanked ones (amar assault/heavy suits/etc). Once the rifle reaches the overheat enforced cutoff of damage output, you have to either wait or switch to sidearm. This means you are inherently at a disadvantage against suits with high hp or heavy armor tank.
So we have this odd situation where the gun is both over and under powered depending on what you are doing.
I think maybe the gun needs to be evened out a little bit so that its less overwhelming to shield users (you want people to use shield tanking without having to feel like stacking 300+ armor, right?) and more effective against these high hp guys (though personally I would prefer some diminishing returns on hp modules in general to discourage hp stacking)
Things I would do: 1. Change damage profile so its not insane. Explosive weapons already had this applied to them because of the crazy killing spree they had a while back, lets do it for scramblers too. The only reason we havent heard more outcry is that almost no one actually shield takes exclusively these days because its suicidal.
2. Add in more weapon kick and a delay between shots. I heard someone say this is a skilled weapon. I disagree. Every other rifle has both more kick and slower shot delay. When I use scrambler rifle, if I hit with that first shot Im going to hit with the 8-10 shots I can crap out after it in under a second, because there is virtually no kick and no delay. There is nothing to manage during firing, you just have to make sure you dont hit overheat, which is trivial.
3. Heck if I know how you are going to make it better against high hp/armor tanks without making the first two problems even worse. Adjusting the profile might help from #1, but maybe this is just cost of doing business of using a scrambler rifle. |
Vesta Opalus
Kang Lo Holding
24
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Posted - 2014.09.08 18:20:00 -
[164] - Quote
feh. |
Kin Cat
Another Clone in the Wall
84
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Posted - 2014.09.09 11:22:00 -
[165] - Quote
im not understanding why Rattati is saying "the handling of rifle tweaks is in this thread" and how this relates to the Assault Rifle?
As far as I'm concerned his graph tells me there is no plan to buff the regular Duvolle AR
so are they going to change the dispersion and hipfire of ALL assault rifles? |
Kin Cat
Another Clone in the Wall
84
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Posted - 2014.09.09 11:27:00 -
[166] - Quote
CCP Rattati wrote:Many players swear by the Assault Rifle actually being ok, don't want to do too many things at once. Any splendid ideas? We don't want to do damage changes nor range for the time being. What do you think is the major drawback in the handling of the AR?
They are full of it. Most people who use the AR just like the way it handles and are not serious players. Serious players understand that the AR is UP and don't use it.
Someone made a thread saying that the AR's theoretical TTK is higher than even the combat rifle
The problem is those theoretical bullets are missing the target.
So I think if you tweak the dispersion to be a little better, we could see a dramatic improvement
And I'm talking about the normal Duvolle, not the variants. I personally could care less what you do with those because i hate them all. |
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CCP Rattati
C C P C C P Alliance
6795
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Posted - 2014.09.09 12:50:00 -
[167] - Quote
I think we have reached the end of the line, thanks for all the feedback, and stay tuned for the Delta numbers.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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1st Lieutenant Tiberius
0uter.Heaven
2240
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Posted - 2014.09.09 15:29:00 -
[168] - Quote
CCP Rattati wrote:I think we have reached the end of the line, thanks for all the feedback, and stay tuned for the Delta numbers.
Glad I could help o7
The Sinwarden of 0uter.Heaven
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Right-wing Extremist
Nos Nothi
1039
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Posted - 2014.09.09 17:13:00 -
[169] - Quote
David Spd wrote:Anything that injures turbo controllers is good in my eyes.
Isn't it possible to actually detect this sort of thing? Unless Ocelot was lying... MGS 1 said he would know if you used a turbo controller. Me and my bro tested that in MGS1. Ocelot DID know.
Jaceon Pale-eye.
And you shall know me by the sound of Charge SR bullets whizzing by your head as I miss repeatedly.
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man- bear pig
D3ATH CARD
15
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Posted - 2014.09.10 01:45:00 -
[170] - Quote
CCP Rattati wrote:Zatara Rought wrote:I've suggested before that the SCR is a skill shot weapon that is meant for long range engagements. Why does the hipfire remain without more kick? There is a Hipfire Kick increase proposed, just not too big
I'm ok with lowering the ROF. However I don't think it will settle the issue with turbo controllers, they're still getting off a crazy amount of rounds with control on their target.
If you add a kick, you need to switch the heat build up to rounds shot. Along with the ROF decrease, it will stop them in their tracks.
I bring up the heat build up again because it is madness trying to take someone out with accuracy. I usually start with a charged shot, then a 3-4 round burst. By this point, their shields gone and some of their armor, so they start running. I can get off maybe 3-4 rounds at them evading me, and I hit the over heat. If they're not dead within that time, I've lost them. So a slow, aimed shots I'll get 6-8 and a charged.
With the gun the way it is setup, I'm better off running into a close quarters area with a charged round ready, letting it lose on the first enemy I see and them hip firing 12-14 shots as fast as I can at them and I'll usually take them down without over heating, even some sentinels. Why is that the best way to run with this gun? The heat build up is backwards.
I'll take a lower ROF, and maybe even a hipfire dispersion, but the best change that will stop every turbo controller is changing the heat build up mechanic. |
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DozersMouse XIII
Opus Arcana Covert Intervention
883
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Posted - 2014.09.10 02:17:00 -
[171] - Quote
my opinion on the SCR being OP is "it's not"
I have been running multiple ak.0 assault fits with different rifle/smg's
running 3 comp damage mods, 2 enhanced plates, 2 comp reps, 1 enh rep
if you think the SCR is OP and have an ak.0 and boundles/sixkin combat rifle (try it) it's OP!
if you have AR try a creodron breach and tell me what you think
I dont have rail rifle so fill me in
CR had prof5
AR had prof5
SCR had prof3
M.A.G. Platinum trophy holder
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Andris Kronis
Legio DXIV
78
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Posted - 2014.09.10 07:37:00 -
[172] - Quote
ratamaq doc wrote:Here is a video covering quite a bit of what is being talked about here. It turned into a TAC vs SCR video showing the difference in the two. Disclaimer: I am an SCR user. Have been since it released. I'm also a simi auto rifle user in other FPS games. It's my preferred play style there. The only reason I am not an Amarr proto is because I didn't want to get used to the extra rounds. Using the rifle and not overheating is as much about feeling as it is counting. Things covered in this comentary video: -Stats, Cost, and Skill of the TAC vs the SCR. -TAC in action showing it shining in Optimal and falling on it's ass in <30 meters (Some slowmo comparison) -SCR in action showing it shining in all ranges (Also with slow motion comparison) -Outside of game video showing both riflers firing at a near consistent 480 rounds per min using a metronome set at 120bpm with 16th note subdivisions -Slow motion of the TAC misfiring while well under 500 RPM (Bug?) and what I fear would happen if the ROF gets lowered to much on the SCR -EXTREME dispersion difference in both hip fire and ADS between the two (side by side using a commando firing at a wall) -A bad ass drummer in the background. (seriously, this dude is remarkable) I'm going to post this in GD as well, but this seems to be the place for both us SCR lovers and the haters. And for all those claiming that more than 6 trigger pulls per second controlled is not possible, wtf is wrong with you? Eat some Wheaties or something. https://www.youtube.com/watch?v=GuOXdZfHeN8&feature=youtu.be
Video is good.
Can we get a SCR like scope for the TAC? that would be excellent. (plus some TAC fixes queued up for Hotfix Echo)
"Corporation slogan coming to a sig near you"
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CommanderBolt
Osmon Surveillance Caldari State
1519
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Posted - 2014.09.10 23:39:00 -
[173] - Quote
Right-wing Extremist wrote:David Spd wrote:Anything that injures turbo controllers is good in my eyes.
Isn't it possible to actually detect this sort of thing? Unless Ocelot was lying... MGS 1 said he would know if you used a turbo controller. Me and my bro tested that in MGS1. Ocelot DID know.
That's because MGS is a work of bloody art! Games that compare are few and far between in my humble opinion.
-=#[ Gastun's Forge ]#=-
MY LIFE FOR AIUR!
"I'm wasting away here" - "Get me back into zee fight!
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1st Lieutenant Tiberius
0uter.Heaven
2242
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Posted - 2014.09.10 23:43:00 -
[174] - Quote
I concur MGS is truly a beautiful game. But lets try and stay on topic.
Rattati; will further feedback still be available after changes get implemented? It would be a great idea to keep us involved in the balancing process.
I will also do my best to give you PC testing of the changes.
The Sinwarden of 0uter.Heaven
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Dust User
KILL-EM-QUICK RISE of LEGION
599
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Posted - 2014.09.11 15:27:00 -
[175] - Quote
1st Lieutenant Tiberius wrote:I concur MGS is truly a beautiful game. But lets try and stay on topic.
MGS has earned the right to derail any thread it deems necessary. |
zzZaXxx
Vengeance Unbound
503
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Posted - 2014.09.11 18:42:00 -
[176] - Quote
CCP Rattati wrote:There are no tweaks for the Assault Scrambler as it may be suffering from Armor tanking environment, unless there is a specific reason you can find, there is nothing in the stats that says it should be.
Specific reason: high dispersion, not just armor's prevalence, is limiting the performance of the AScR. When hipfiring and in ADS the accuracy is that of an unbonused AR. If you're looking for some way to help this rifle Rattati, this is it!
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deezy dabest
IMPERIAL SPECIAL FORCES GROUP
966
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Posted - 2014.09.11 20:53:00 -
[177] - Quote
zzZaXxx wrote:CCP Rattati wrote:There are no tweaks for the Assault Scrambler as it may be suffering from Armor tanking environment, unless there is a specific reason you can find, there is nothing in the stats that says it should be. Specific reason: high dispersion, not just armor's prevalence, is limiting the performance of the AScR. When hipfiring and in ADS the accuracy is that of an unbonused AR. If you're looking for some way to help this rifle Rattati, this is it!
The dispersion is a little too high for a weapon that is meant to be medium range but it still works well.
Increase the base ammo carried by one full clip and it will become a much more viable weapon. With the dispersion and reduction to armor damage, the ammo it takes to put someone down even when firing in short bursts and making sure those bursts are very on target it still goes through ammo like no other and leaves you running for ammo after any engagement that involves more than 2-3 enemies.
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