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Protocake JR
USA Caucasians
1562
|
Posted - 2014.11.08 22:14:00 -
[1] - Quote
Proposed changes Increase the range of shotguns, so that they are defensible up to around 30 to 40 meters. TTK at this range should be longer than rifles, but shotguns still remain a threat to wounded targets.
Tighten up the spread of shotguns. Up to around 15 to 20 meters, you should be able to distinguish aiming for the upper or lower half of the body. The closer you get from 15m will obviously make clean headshots "easier".
Lower damage. Full, clean, body shot should take off no than around 200 damage. From there, DPS will fluctuate depending on range, number of pellets that make contact, number of pellets that make contact with the head and of course meta level/SP/modifiers/breach variant.
Increase breach shotgun clip size by 2.
Implications of proposed changes Shotguns become kings of cover-based engagements in CQC environments. Running in to a room and shotgunning 4 people in 1-2 shots will only be viable to those who are truly skilled enough to pull off headshots consistently. The tightening of the spread makes shotgunning at 5 meters slightly more difficult but still viable.
Increases TTK when using shotguns, however shotguns still remains a strong cqc option, especially in structural cover-based environments because of the increased range and best hipfire for the 10-20 meter range.
"But what about HMGs? Who's going to stop them now?" HMGs are ridiculously overpowered weapons in terms of DPS, but this is augmented by the fact that HMGs can sustain fire for a very long time which is ALSO augmented by the fact that the platform HMGs operate on usually have 1000-1500HP or more. This shotgun idea was thought up in a world where HMGs are balanced. (I personally think that HMGs need larger dispersion and kick penalties while moving and making large aim adjustments, decreasing applied DPS in frantic CQC engagements without decreasing potential DPS )
Reasons King of CQC? More like King of sexual assault. Seriously, having to get sooo close for this weapon to work is unappealing for several reasons. Narrow frame of view and low frames creates some really silly moments with this gun, especially when it's shotgun vs shotgun. Silly moments such as two fast strafing opponents shooting thin air, as they dodge in and out of each others frame of view. Then you get another silly moment where someone back pedals 5 meters and all of a sudden you are shooting marshmallows at the opponent. But the cheesiest moments of all, are all the ridiculous one hit kills you can get, just from body shots.
"But I got close! I deserve an EZ kill!"
No, you deserve an advantage, but definitely not a one or even two hit kill unless they were headshots. Closing the distance on an enemy is not that difficult, unless you are shotgunning on an open field (In this case, I believe the saying goes, "there is a time and a place for that").
I'm a firm believer that a fun shooter requires two things: Fair competition and meaningful player to player engagement. Easy one hit kills robs the victim of any meaningful engagement with the shotgunner. Being one hit killed by any means, shouldn't be a common occurrence in a game where the maps and spawn times are large. Especially in a game where people pay real money for gear.
"But EWAR!!!!"
Ewar is a flawed, overly simplistic, thumb-war style mechanic that is only useful for scout suits. To put it simply, I think more people find Ewar in this game more annoying and cheap rather than a fun and engaging mechanic. It's a stupid "all or nothing" mechanic. As an example: I can put dampeners, precision enhancers and range extenders (I actually tried these) on my minmatar and amarr assault but more often than not, when I die, I feel like these modules were useless because, I still got scanned, "snuck up" on, and 10m scan radius on a medium is a joke when the only threat to you inside 10m are scout shottys that you won't be able to pick up anyway, even with precision enhancers. They were wasted modules that were better off traded in for militia shield extenders and armor plates.
Anyway shotguns as they are now, are silly. What do you think about this? |
Nocturnal Soul
Primordial Threat
4483
|
Posted - 2014.11.08 22:15:00 -
[2] - Quote
Buhahahahahaaaaaaaaa!!!......not funny
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
|
Eruditus 920
Nemo Malus Felix
751
|
Posted - 2014.11.08 22:34:00 -
[3] - Quote
Just for the record, in a 300-400 eHP scout suit a blast from a HMG is a one hit kill.
Yet it usually takes 3+ shots on target to kill the gentleman wielding said HMG.
I reject your proposal. Good day to you.
"Stay gold, Ponyboy..."
|
Yelhsa Jin-Mao
Everyone Below Me Is Shite At Dust
378
|
Posted - 2014.11.08 22:47:00 -
[4] - Quote
Eruditus 920 wrote:Just for the record, in a 300-400 eHP scout suit a blast from a HMG is a one hit kill.
Yet it usually takes 3+ shots from a SG on target to kill the gentleman wielding said HMG.
I reject your proposal. Good day to you.
Maybe he just has it in for shotguns because of scouts, but if the proposed changes he suggested went ahead, it would completely ruin my Gallente Assault Fit. I solely skilled into the Gallente Assault and shotgun because they both compliment eachother, especially the Gallente assaults bonus. If anything, the shotgun needs to do more damage to armour, as it takes me no more than 1 shot to ruin 500+ shields, but takes nearly 3 shots to get through the same amount of armour. I've died countless times to heavies thay I've attacked from behind with my shotgun, purely because I can't get through their armour.
And don't get me started on the hit detection, it's positively laughable, with some point blank shots simply glancing of the enemies armour.
And no, you CANT have my ISK!!!
|
Lloyd Orfay
SHAKING BABIES FACTION WARFARE ALLIANCE
189
|
Posted - 2014.11.08 22:54:00 -
[5] - Quote
Protocake JR wrote:Proposed changesIncrease the range of shotguns, so that they are defensible up to around 30 to 40 meters. TTK at this range should be longer than rifles, but shotguns still remain a threat to wounded targets. Tighten up the spread of shotguns. Up to around 15 to 20 meters, you should be able to distinguish aiming for the upper or lower half of the body. The closer you get from 15m will obviously make clean headshots "easier". Lower damage. Full, clean, body shot should take off no than around 200 damage. From there, DPS will fluctuate depending on range, number of pellets that make contact, number of pellets that make contact with the head and of course meta level/SP/modifiers/breach variant. Increase breach shotgun clip size by 2. Implications of proposed changesShotguns become kings of cover-based engagements in CQC environments. Running in to a room and shotgunning 4 people in 1-2 shots will only be viable to those who are truly skilled enough to pull off headshots consistently. The tightening of the spread makes shotgunning at 5 meters slightly more difficult but still viable. Increases TTK when using shotguns, however shotguns still remains a strong cqc option, especially in structural cover-based environments because of the increased range and best hipfire for the 10-20 meter range. "But what about HMGs? Who's going to stop them now?"HMGs are ridiculously overpowered weapons in terms of DPS, but this is augmented by the fact that HMGs can sustain fire for a very long time which is ALSO augmented by the fact that the platform HMGs operate on usually have 1000-1500HP or more. This shotgun idea was thought up in a world where HMGs are balanced. (I personally think that HMGs need larger dispersion and kick penalties while moving and making large aim adjustments, decreasing applied DPS in frantic CQC engagements without decreasing potential DPS )ReasonsKing of CQC? More like King of sexual assault. Seriously, having to get sooo close for this weapon to work is unappealing for several reasons. Narrow frame of view and low frames creates some really silly moments with this gun, especially when it's shotgun vs shotgun. Silly moments such as two fast strafing opponents shooting thin air, as they dodge in and out of each others frame of view. Then you get another silly moment where someone back pedals 5 meters and all of a sudden you are shooting marshmallows at the opponent. But the cheesiest moments of all, are all the ridiculous one hit kills you can get, just from body shots. "But I got close! I deserve an EZ kill!"No, you deserve an advantage, but definitely not a one or even two hit kill unless they were headshots. Closing the distance on an enemy is not that difficult, unless you are shotgunning on an open field (In this case, I believe the saying goes, "there is a time and a place for that"). I'm a firm believer that a fun shooter requires two things: Fair competition and meaningful player to player engagement. Easy one hit kills robs the victim of any meaningful engagement with the shotgunner. Being one hit killed by any means, shouldn't be a common occurrence in a game where the maps and spawn times are large. Especially in a game where people pay real money for gear. "But EWAR!!!!"Ewar is a flawed, overly simplistic, thumb-war style mechanic that is only useful for scout suits. To put it simply, I think more people find Ewar in this game more annoying and cheap rather than a fun and engaging mechanic. It's a stupid "all or nothing" mechanic. As an example: I can put dampeners, precision enhancers and range extenders (I actually tried these) on my minmatar and amarr assault but more often than not, when I die, I feel like these modules were useless because, I still got scanned, "snuck up" on, and 10m scan radius on a medium is a joke when the only threat to you inside 10m are scout shottys that you won't be able to pick up anyway, even with precision enhancers. They were wasted modules that were better off traded in for militia shield extenders and armor plates. Anyway shotguns as they are now, are silly. What do you think about this?
Shotgun changes would probably never happen. But year ewar is completely ******. If scanners only worked by scanning people within a certain distance of your line of sight and within a small radius around you it would be a better system than the current one. That way everyone has to look around to survive and there can be absolutely no stealth, just opportunity, when you see someone with their back facing towards you.(And of course you try to be stealthy and get closer you'd get killed but if you try to kill them from a distance you have an opportunity, but cannot waste anymore time.
Besides that, its FPS 101 to have the least amount of OHKO weaponry possible(because of what you said and more), yet here we've the most possible.
Just the best way I can put why this is in words is that a sci fi FPS is a great idea but if those Sci fi devs don't have any idea how warfare works and how the warfare can translate into the game where everyone benefits it won't work. |
Protocake JR
USA Caucasians
1562
|
Posted - 2014.11.08 22:59:00 -
[6] - Quote
@nocturnal I just really feel that CCP's original intention for this shotgun doesn't translate well with how the rest of the game developed. Playing with and against shotguns just feels kinda cheap.
@Eruditus I don't think you actually read my post. HMGs are overpowered but this idea is derived from the context of a rebalance HMG, not the HMG as we know it today.
@Yelhsa I actually also have a Gallante assault with a shotgun that I use pretty frequently for the lols. I fail to see how it would ruin the fitting? This isn't about suits, it's about the shotgun, which isn't exclusive to scout suits.
|
Eruditus 920
Nemo Malus Felix
752
|
Posted - 2014.11.08 23:03:00 -
[7] - Quote
Protocake JR wrote:@nocturnal I just really feel that CCP's original intention for this shotgun doesn't translate well with how the rest of the game developed. Playing with and against shotguns just feels kinda cheap.
@Eruditus I don't think you actually read my post. HMGs are overpowered but this idea is derived from the context of a rebalance HMG, not the HMG as we know it today.
@Yelhsa I actually also have a Gallante assault with a shotgun that I use pretty frequently for the lols. I fail to see how it would ruin the fitting? This isn't about suits, it's about the shotgun, which isn't exclusive to scout suits.
You posted something?
"Stay gold, Ponyboy..."
|
Protocake JR
USA Caucasians
1562
|
Posted - 2014.11.08 23:06:00 -
[8] - Quote
Eruditus 920 wrote:Protocake JR wrote:@nocturnal I just really feel that CCP's original intention for this shotgun doesn't translate well with how the rest of the game developed. Playing with and against shotguns just feels kinda cheap.
@Eruditus I don't think you actually read my post. HMGs are overpowered but this idea is derived from the context of a rebalance HMG, not the HMG as we know it today.
@Yelhsa I actually also have a Gallante assault with a shotgun that I use pretty frequently for the lols. I fail to see how it would ruin the fitting? This isn't about suits, it's about the shotgun, which isn't exclusive to scout suits.
You posted something?
Lol, is this hostility? |
Auris Lionesse
Kang Lo Directorate Gallente Federation
1144
|
Posted - 2014.11.08 23:07:00 -
[9] - Quote
no. breach is fine at 2 shots, but should be lethal at 20-25 m tops as the high dmg long rng option. reg shotgun should be lethal at 10-15.
last time i used one you need to be in like 6-8m to do damage.
needs faster ads turning speed. new iron sights. more ammo for breach (not clip. just max capacity)
shotgun would be fine.
Don't vote for iron wolf saber.
Vote for someone who will help the community i.e. anyone else.
|
Protocake JR
USA Caucasians
1562
|
Posted - 2014.11.08 23:18:00 -
[10] - Quote
Auris Lionesse wrote:no. breach is fine at 2 shots, but should be lethal at 20-25 m tops as the high dmg long rng option. reg shotgun should be lethal at 10-15.
last time i used one you need to be in like 6-8m to do damage.
needs faster ads turning speed. new iron sights. more ammo for breach (not clip. just max capacity)
shotgun would be fine.
I was actually also kind of thinking something similar to this too (racial parity), I didn't post it because this was getting too long (doubtful of racial parity). I understand that some people genuinely enjoy those 7 meter strafe shotgun battles, but there needs to be another option for shotgunners that don't want to have to stick their **** up a reds ass (for the reasons in my OP) before being able to do damage.
I want to encourage actual gunfights, while reducing EZ one hit kills. |
|
Pocket Rocket Girl
Psygod9
88
|
Posted - 2014.11.08 23:19:00 -
[11] - Quote
Protocake JR wrote:Proposed changesIncrease the range of shotguns, so that they are defensible up to around 30 to 40 meters. TTK at this range should be longer than rifles, but shotguns still remain a threat to wounded targets. Tighten up the spread of shotguns. Up to around 15 to 20 meters, you should be able to distinguish aiming for the upper or lower half of the body. The closer you get from 15m will obviously make clean headshots "easier". Lower damage. Full, clean, body shot should take off no than around 200 damage. From there, DPS will fluctuate depending on range, number of pellets that make contact, number of pellets that make contact with the head and of course meta level/SP/modifiers/breach variant. Increase breach shotgun clip size by 2. Implications of proposed changesShotguns become kings of cover-based engagements in CQC environments. Running in to a room and shotgunning 4 people in 1-2 shots will only be viable to those who are truly skilled enough to pull off headshots consistently. The tightening of the spread makes shotgunning at 5 meters slightly more difficult but still viable. Increases TTK when using shotguns, however shotguns still remains a strong cqc option, especially in structural cover-based environments because of the increased range and best hipfire for the 10-20 meter range. "But what about HMGs? Who's going to stop them now?"HMGs are ridiculously overpowered weapons in terms of DPS, but this is augmented by the fact that HMGs can sustain fire for a very long time which is ALSO augmented by the fact that the platform HMGs operate on usually have 1000-1500HP or more. This shotgun idea was thought up in a world where HMGs are balanced. (I personally think that HMGs need larger dispersion and kick penalties while moving and making large aim adjustments, decreasing applied DPS in frantic CQC engagements without decreasing potential DPS )ReasonsKing of CQC? More like King of sexual assault. Seriously, having to get sooo close for this weapon to work is unappealing for several reasons. Narrow frame of view and low frames creates some really silly moments with this gun, especially when it's shotgun vs shotgun. Silly moments such as two fast strafing opponents shooting thin air, as they dodge in and out of each others frame of view. Then you get another silly moment where someone back pedals 5 meters and all of a sudden you are shooting marshmallows at the opponent. But the cheesiest moments of all, are all the ridiculous one hit kills you can get, just from body shots. "But I got close! I deserve an EZ kill!"No, you deserve an advantage, but definitely not a one or even two hit kill unless they were headshots. Closing the distance on an enemy is not that difficult, unless you are shotgunning on an open field (In this case, I believe the saying goes, "there is a time and a place for that"). I'm a firm believer that a fun shooter requires two things: Fair competition and meaningful player to player engagement. Easy one hit kills robs the victim of any meaningful engagement with the shotgunner. Being one hit killed by any means, shouldn't be a common occurrence in a game where the maps and spawn times are large. Especially in a game where people pay real money for gear. "But EWAR!!!!"Ewar is a flawed, overly simplistic, thumb-war style mechanic that is only useful for scout suits. To put it simply, I think more people find Ewar in this game more annoying and cheap rather than a fun and engaging mechanic. It's a stupid "all or nothing" mechanic. As an example: I can put dampeners, precision enhancers and range extenders (I actually tried these) on my minmatar and amarr assault but more often than not, when I die, I feel like these modules were useless because, I still got scanned, "snuck up" on, and 10m scan radius on a medium is a joke when the only threat to you inside 10m are scout shottys that you won't be able to pick up anyway, even with precision enhancers. They were wasted modules that were better off traded in for militia shield extenders and armor plates. Anyway shotguns as they are now, are silly. What do you think about this?
sure lets increase HMG range to 80m then
The Little Girl with the HMG
|
Nocturnal Soul
Primordial Threat
4484
|
Posted - 2014.11.08 23:31:00 -
[12] - Quote
The reason why I don't agree with you is because 90% of the fighting take place within 20m at most it would take a scout about 3 seconds to close the distance for a sg to not tickle you plus with there being such a big ewar disparity it unlikely you'd see them coming unless your paranoid.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
|
Protocake JR
USA Caucasians
1562
|
Posted - 2014.11.08 23:32:00 -
[13] - Quote
@Pocket Rocket I agree that with the proposed change that the HMG should be viable for longer range engagements. I was actually going to elaborate more on the HMG but didn't want my post to get too convoluted. I imagine that the sweet spot for HMGs would be around 40-60 meters, however to get the most DPS out of it would require crouching to offset the DPS/health advantage of a heavy.
Opponents closer than that would require larger aim adjustments, which means larger kick and dispersion penalties, which makes the heavy more vulnerable to fast moving targets that are close.
Opponents farther away would receive less dps due to efficiency, but would otherwise still be suppressed. |
DarthPlagueis TheWise
314
|
Posted - 2014.11.08 23:41:00 -
[14] - Quote
Protocake JR wrote:@Pocket Rocket I agree that with the proposed change that the HMG should be viable for longer range engagements. I was actually going to elaborate more on the HMG but didn't want my post to get too convoluted. I imagine that the sweet spot for HMGs would be around 40-60 meters, however to get the most DPS out of it would require crouching to offset the DPS/health advantage of a heavy.
Opponents closer than that would require larger aim adjustments, which means larger kick and dispersion penalties, which makes the heavy more vulnerable to fast moving targets that are close.
Opponents farther away would receive less dps due to efficiency, but would otherwise still be suppressed.
I think you missed that she was being sarcastic.
Bolas deploys tank in strategic location
|
Protocake JR
USA Caucasians
1562
|
Posted - 2014.11.08 23:45:00 -
[15] - Quote
Nocturnal Soul wrote:The reason why I don't agree with you is because 90% of the fighting take place within 20m at most it would take a scout about 3 seconds to close the distance for a sg to not tickle you plus with there being such a big ewar disparity it unlikely you'd see them coming unless your paranoid.
Remember that under my proposal that it's not like a scout is going to one hit kill you from 20 meters away. A scout sneaking up on a person gets a first shot advantage, nothing more. The significance of the first shot advantage depends on postiioning and number of pellets hit the head/body/thin air.
The purpose of this idea is to decrease one hit kills, decrease engagements under 5 meters, and increase gunbattles. If my idea does not accomplish this, or if these three changes are undesirable, then so be it. |
Protocake JR
USA Caucasians
1562
|
Posted - 2014.11.08 23:50:00 -
[16] - Quote
DarthPlagueis TheWise wrote:Protocake JR wrote:@Pocket Rocket I agree that with the proposed change that the HMG should be viable for longer range engagements. I was actually going to elaborate more on the HMG but didn't want my post to get too convoluted. I imagine that the sweet spot for HMGs would be around 40-60 meters, however to get the most DPS out of it would require crouching to offset the DPS/health advantage of a heavy.
Opponents closer than that would require larger aim adjustments, which means larger kick and dispersion penalties, which makes the heavy more vulnerable to fast moving targets that are close.
Opponents farther away would receive less dps due to efficiency, but would otherwise still be suppressed. I think you missed that she was being sarcastic.
I figured she was, but that doesn't mean she is wrong. Hmgs as they are now are overpowered.
Shifting their ideal range away from CQC towards medium range engagements sounds like a pretty good idea. |
Pocket Rocket Girl
Psygod9
89
|
Posted - 2014.11.09 00:12:00 -
[17] - Quote
Protocake JR wrote:@Pocket Rocket I agree that with the proposed change that the HMG should be viable for longer range engagements. I was actually going to elaborate more on the HMG but didn't want my post to get too convoluted. I imagine that the sweet spot for HMGs would be around 40-60 meters, however to get the most DPS out of it would require crouching to offset the DPS/health advantage of a heavy.
Opponents closer than that would require larger aim adjustments, which means larger kick and dispersion penalties, which makes the heavy more vulnerable to fast moving targets that are close.
Opponents farther away would receive less dps due to efficiency, but would otherwise still be suppressed.
the HMG already has problem hitting targets. there have been so many times when a scout or a asult suit would fill my targeting circle and still no damage being done
The Little Girl with the HMG
|
CharacterNameWasTaken
G0DS AM0NG MEN General Tso's Alliance
199
|
Posted - 2014.11.09 00:17:00 -
[18] - Quote
as a shotty user i kind of like this but im not one of these scrubs that complains when my gun gets toutched. I would like a range buff and a damage nerf but like has been said heavies can kill us scouts in one blast. I would still not be opposed to scouts being unable to fit regular plates though because i only ever use 1 ferro on my shotty. |
Ryme Intrinseca
Eurotrash Pubstars
1971
|
Posted - 2014.11.09 00:27:00 -
[19] - Quote
Eruditus 920 wrote:Just for the record, in a 15 eHP scout suit a blast from a HMG is a one hit kill. FTFY |
Protocake JR
USA Caucasians
1562
|
Posted - 2014.11.09 00:31:00 -
[20] - Quote
Pocket Rocket Girl wrote:Protocake JR wrote:@Pocket Rocket I agree that with the proposed change that the HMG should be viable for longer range engagements. I was actually going to elaborate more on the HMG but didn't want my post to get too convoluted. I imagine that the sweet spot for HMGs would be around 40-60 meters, however to get the most DPS out of it would require crouching to offset the DPS/health advantage of a heavy.
Opponents closer than that would require larger aim adjustments, which means larger kick and dispersion penalties, which makes the heavy more vulnerable to fast moving targets that are close.
Opponents farther away would receive less dps due to efficiency, but would otherwise still be suppressed. the HMG already has problem hitting targets. there have been so many times when a scout or a asult suit would fill my targeting circle and still no damage being done
Hit detection issues are not exclusive to HMGs... Sniper rifles, shotguns, and yes, HMGs still blue shield for me too. And i'm willing to bet that other automatic weaponry still suffer from hit detection issues as well (although not as noticeable).
That being said, HMGs are still stand out against all in regards to battlefield performance. I play in a 1100HP lvl5 Caldari Sentinel with an MH-82. This is the only fitting that allows me to literally fill the killfeed with only my name in the Gallente research map, despite multiple people shooting me. The only consistent threats to me is when I the enemy team uses heavies and when I run out of ammo. This is blatantly overpowered. |
|
JARREL THOMAS
Dead Man's Game RUST415
370
|
Posted - 2014.11.09 02:23:00 -
[21] - Quote
......... You lost me at 30-40m
You guys do know that shot guns are short range engagement weapons not 200 dps 30-40 meter weapons that kill 2-4 four people In a room
I'm done really I'm just done
Caldari Loyalist
I speak for the rabbits
|
Protocake JR
USA Caucasians
1566
|
Posted - 2014.11.09 02:48:00 -
[22] - Quote
JARREL THOMAS wrote:......... You lost me at 30-40m
You guys do know that shot guns are short range engagement weapons not 200 dps 30-40 meter weapons that kill 2-4 four people In a room
I'm done really I'm just done
That's not what I meant, let me explain again. (Also these are just approximate numbers. It's just an idea, follow the concept.)
The shotgun wouldn't do 200 DPS at 30-40 meters. I said one clean, point blank, body shot would do approximately 200 damage. The further out you go, the less efficiency you have and the more dispersion affects the gun, lowering the DPS.
The ideal range of engagement would be around 10-20 meters. Beyond that range, the shotgun would still be capable of dealing enough damage to finish off, wound, and suppress. At 30-40 meters, one shotgun blast would probably deal around 50 or so damage. |
JARREL THOMAS
Dead Man's Game RUST415
371
|
Posted - 2014.11.09 03:00:00 -
[23] - Quote
10-20 meters still seems to much sg's are short range weapons with high dps what your asking for is a completely different weapon 200 dsp at that range is still actually a lot I believe less than the sg's but still a lot .
Caldari Loyalist
I speak for the rabbits
|
Mortishai Belmont
G.L.O.R.Y
238
|
Posted - 2014.11.09 03:03:00 -
[24] - Quote
Are you high? Shotguns need a nerf so bad, why do you think half of dust uses them? Grab a militia shotgun and kill a proto heavy in 3-4 hits befor he can get half way to turning around, they are basically easy mode for players.
Bet you use remotes with them dont ya? Your one of `those' people
G.L.O.R.Y solider,
Heavy, Assault, Logi...
I got what you need yo ;D
|
Grimmiers
698
|
Posted - 2014.11.09 03:03:00 -
[25] - Quote
JARREL THOMAS wrote:......... You lost me at 30-40m
You guys do know that shot guns are short range engagement weapons not 200 dps 30-40 meter weapons that kill 2-4 four people In a room
I'm done really I'm just done
The bolt pistol does a good amount of damage at an even longer range. I always thought the shotgun needed what the op described to a t.
This would make cloaked shotgun scouts not as devastating and maybe the gallente assualt bonus could apply to that spread. |
Grimmiers
698
|
Posted - 2014.11.09 03:05:00 -
[26] - Quote
Mortishai Belmont wrote:Are you high? Shotguns need a nerf so bad, why do you think half of dust uses them? Grab a militia shotgun and kill a proto heavy in 3-4 hits befor he can get half way to turning around, they are basically easy mode for players. Bet you use remotes with them dont ya? Your one of `those' people
So making a shotgun take 6~8 body shots to kill a heavy is a buff? Also, why do people think nothing should be able to easily take down a proto sentinel
|
Protocake JR
USA Caucasians
1566
|
Posted - 2014.11.09 03:07:00 -
[27] - Quote
JARREL THOMAS wrote:10-20 meters still seems to much sg's are short range weapons with high dps what your asking for is a completely different weapon 200 dsp at that range is still actually a lot I believe less than the sg's but still a lot .
200 applied DPS is actually less than rifles. Don't forget that you will not neither achieve 100% accuracy, nor will every pellet hit.
It's advantage is being able to pop out of cover and deal quick bursts of damage so you can keep mobile and move cover to cover. No need to ADS in it's ideal range and no need for aim adjustments as you're shooting. |
JARREL THOMAS
Dead Man's Game RUST415
371
|
Posted - 2014.11.09 03:10:00 -
[28] - Quote
Grimmiers wrote:JARREL THOMAS wrote:......... You lost me at 30-40m
You guys do know that shot guns are short range engagement weapons not 200 dps 30-40 meter weapons that kill 2-4 four people In a room
I'm done really I'm just done The bolt pistol does a good amount of damage at an even longer range. I always thought the shotgun needed what the op described to a t. This would make cloaked shotgun scouts not as devastating and maybe the gallente assualt bonus could apply to that spread. Yes and the bolt pistol has charge and no spread op ATM cause ccp thought it was weak for some stupid reason
Caldari Loyalist
I speak for the rabbits
|
Mortishai Belmont
G.L.O.R.Y
238
|
Posted - 2014.11.09 03:12:00 -
[29] - Quote
Grimmiers wrote:Mortishai Belmont wrote:Are you high? Shotguns need a nerf so bad, why do you think half of dust uses them? Grab a militia shotgun and kill a proto heavy in 3-4 hits befor he can get half way to turning around, they are basically easy mode for players. Bet you use remotes with them dont ya? Your one of `those' people So making a shotgun take 6~8 body shots to kill a heavy is a buff? Also, why do people think nothing should be able to easily take down a proto sentinel Well raise my turn speed and movement speed and it will be a fair fight. The fact i cant turn to fight you by the time im dead is selfexplanitory. Also, because it's a f****ing heavy :/ The biggest armored, slowest guys in the game shouldn't be a wet paper bag.
You have no problem getting close because of your speed and you dont need to aim, just place yourself infront of the target and fire. As well as you can always see where we are with your pssives so f**k off :D
Again, why do you think half of dust are scouts with shotguns? Actually, I'd say right at 60%.
G.L.O.R.Y solider,
Heavy, Assault, Logi...
I got what you need yo ;D
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JARREL THOMAS
Dead Man's Game RUST415
371
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Posted - 2014.11.09 03:20:00 -
[30] - Quote
And besides pistols have more range than shotguns
Caldari Loyalist
I speak for the rabbits
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Pocket Rocket Girl
Psygod9
90
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Posted - 2014.11.09 19:32:00 -
[31] - Quote
Protocake JR wrote:Pocket Rocket Girl wrote:Protocake JR wrote:@Pocket Rocket I agree that with the proposed change that the HMG should be viable for longer range engagements. I was actually going to elaborate more on the HMG but didn't want my post to get too convoluted. I imagine that the sweet spot for HMGs would be around 40-60 meters, however to get the most DPS out of it would require crouching to offset the DPS/health advantage of a heavy.
Opponents closer than that would require larger aim adjustments, which means larger kick and dispersion penalties, which makes the heavy more vulnerable to fast moving targets that are close.
Opponents farther away would receive less dps due to efficiency, but would otherwise still be suppressed. the HMG already has problem hitting targets. there have been so many times when a scout or a asult suit would fill my targeting circle and still no damage being done Hit detection issues are not exclusive to HMGs... Sniper rifles, shotguns, and yes, HMGs still blue shield for me too. And i'm willing to bet that other automatic weaponry still suffer from hit detection issues as well (although not as noticeable). That being said, HMGs are still stand out against all in regards to battlefield performance. I play in a 1100HP lvl5 Caldari Sentinel with an MH-82. This is the only fitting that allows me to literally fill the killfeed with only my name in the Gallente research map, despite multiple people shooting me. The only consistent threats to me is when I the enemy team uses heavies and when I run out of ammo. This is blatantly overpowered.
well i use min hvy with kin cats, it seems that gal have more of a resistance to alot of weapons the people mostly use and also with the built in reps and logis that stick to hvys as soon as one passes by can make for a powerful comination but over powered no
The Little Girl with the HMG
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Protocake JR
USA Caucasians
1570
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Posted - 2014.11.10 04:01:00 -
[32] - Quote
But this is what i'm trying to say, you don't NEED a logi in a Caldari Sent. Getting 40-50 kills with a 10+ KDR solo is easiest in this Heavy suit and HMG.
Although the caldari sent's HP recharge seems overpowered in PUBs, it's mostly overpowered because of the HMG. If my suit had one half of it's max health, it would still be overpowered. All I'm trying to suggest, is moving the ideal range for the hmg away from CQC and more towards mid-rage combat.
Heavys would then be a little more like tanks, extremely lethal at a distance, but vulnerable to CQC and snipers/lasers. |
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