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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2146
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Posted - 2014.11.10 18:40:00 -
[61] - Quote
John Demonsbane wrote:Vitantur Nothus wrote:@ Alena If the Shotgun fired 2 rounds per second, its RoF would be would be 120 RPM (not 85). While it can get off 2 blasts within a one second interval, it most certainly cannot get off 4 blasts within 2 a second interval. Here's why ...
Each blast is followed by a lengthy recovery period. A two blast sequence includes only one recovery period. A three blast sequence includes two, and a four blast sequence includes three. Your argument applies only when describing a 2HK (blast+recovery+blast) scenario, but we must account for the increase in number of recovery periods when estimated TTK for 3HK+ engagements (i.e. Sentinels).
@ Aeon Shotgun Proficiency was changed from + RoF to + Shield Efficacy. OMG. This circular math discussion is driving me crazy. I barely care about this change and I still just can't take it. It just shouldn't be that hard to understand: No, you do NOT get 2 shots EVERY second. That would, in fact, equate to 120 RPM, not 85. -however-You DO get 2 shots in THE FIRST second.0 sec: 1 shot 0.7 sec: 2 shots -- one second has elapsed -- 1.4 sec: 3 shots -- two seconds have elapsed -- 2.1 sec: 4 shots 2.8 sec: 5 shots -- 3 seconds have elapsed -- 3.6 sec: 6 shots -- 4 seconds have elapsed -- As you can see, you get 2 shots in one second, but don't get 4 shots in 2 seconds. If you go out further to the entire minute, you drop a few more of those second shots per second (which is a confusing phrase, isn't it?) and lose... wait for it... 120-85 = 35 shots, or a little more than one every other second, as you can see in the timeline above. Edit: So, for an alpha weapon, logically the DPS should be heavily weighted towards the first few seconds. Above you get 2 shots in one second, 2 x 480 = 960dps, or 5 shots in 3 seconds, (5 x 480)/3 = 800dps. This makes the DPS calculation of 900 a little high but not totally inaccurate in terms of the "real world" application of the weapons damage. Only if you happen to choose 2 seconds (3x480)/2 = 720, are you not higher than an HMG (you are equal) *walks away grumbling* ^^This basically.
Proof that Rattati/CCP do listen to the playerbase.
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Amanda Strikeforce
1
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Posted - 2014.11.10 20:42:00 -
[62] - Quote
The shotguns are most definitely OP, and need to be modified (not nerfed) so that they require more skill to get one shot kills with them. As it stands right now, assaults and medium frame suits don't stand a chance against shotgun scouts with precision enhancers, profile dampeners and cloaks. Shotgun scouts should not be able outgun medium, and heavy frame suits in CQC fights so easily. The damage and the rate of fire on the standard shotguns should be changed in such a way that medium, heavy frames suits can be able to fight back when a shotgun scout sneaks up on them. Here's what I would propose...
Militia/Standard Shotgun Damage: change from 40.00 per pellet to 180 per shot Rate of Fire: change from 85.71 rpm to 60.00 rpm (same as the breech) Clip Size: change from 8 to 3 (3 shots = 540) Range: change from 4m to 10m Headshot Multiplier: increased to 300%
CRG - 3 Damage: change from 42.00 per pellet to 182.00 per shot Rate of Fire: change from 85.71 rpm to 60.00 rpm Clip Size: change from 8 to 3 (3 shots = 546.00) Range: change from 4m to 10m Headshot multiplier: increase to 300%
CreoDron Shotgun Damage: change from 44.00 per pellet to 184.40 per shot Rate of Fire: change from 85.71 rpm to 60.00 rpm Clip Size: change from 8 to 3 (3 shots = 553.20) Range: change from 4m to 10m Headshot multiplier: increase to 300%
Breech Shotgun Damage: change from 48.00 per pellet to 348.00 per shot Rate of Fire: 60.00 rpm Clip Size: 2 (2 shots = 696.00) Range: change from 4m to 15 Headshot multiplier: increase to 300%
KR-17 Damage: change from 50.40 per pellet to 350.40 per shot Rate of Fire: 60.00 rpm Clip Size: 2 (2 shots = 700.80) Range: change from 4m to 15m Headshot multiplier: increase to 300%
Allotek Breech Shotgun Damage: change from 52.80 per pellet to 352.80 per shot Rate of Fire: 60.00 rpm Clip Size: 2 (2 shots = 705.60) Range: change from 4m to 15m Headshot multiplier: increase to 300%
With these changes I think the shotgun would still be a powerful CQC weapon (especially when it comes to headshots), but it would require more skill to get kills with them against medium and Heavy frame suits.
oh by the way...I'm a dude, Amanda Strikeforce is just a character I made up :)
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Kensai Dragon
DUST University Ivy League
62
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Posted - 2014.11.10 21:57:00 -
[63] - Quote
Alena Ventrallis wrote:Vitantur Nothus wrote:@ Alena If the Shotgun fired 2 rounds per second, its RoF would be would be 120 RPM (not 85). While it can get off 2 blasts within a one second interval, it most certainly cannot get off 4 blasts within 2 a second interval. Here's why ...
Each blast is followed by a lengthy recovery period. A two blast sequence includes only one recovery period. A three blast sequence includes two, and a four blast sequence includes three. Your argument applies only when describing a 2HK (blast+recovery+blast) scenario, but we must account for the increase in number of recovery periods when estimated TTK for 3HK+ engagements (i.e. Sentinels).
@ Aeon Shotgun Proficiency was changed from + RoF to + Shield Efficacy. I know, I agree with you. But my point is, that you can get two blast off within a second. No, you cannot always get two blasts off in EVERY second, but some seconds will have two blasts, because you are able to fire 85 rounds in 60 seconds, which necessitates that some of those seconds have two rounds fired within them. More importantly, it's the fact that you are guaranteed to get two blasts off within the FIRST second, which is what I've been talking about. The alpha damage is incredibly high (working as intended) but the fact that you can then refire inside of a second (because you can get a shot off every 0.7 seconds) is the issue. I want the shotgun to have its high alpha, so I would lower DPS by ROF. I would also increase range, making it useful on my Galmanndo as much as your scout. ON THIS POINT, yes at 20m some pellets will miss. But 7-8 pellets hitting for full damage causes more damage than 12 pellets hitting for reduced damage. If increases your damage projection, even if a few pellets miss.
I like this. Decrease RoF and increase range. Instead of pump action open cylinder, breach loaded IM choke. Maybe even a slight DMG buff as well (480 to 520 or so?). |
manboar thunder fist
xTHExKKKx
235
|
Posted - 2014.11.10 23:33:00 -
[64] - Quote
UNTIL heavies are nerfed there is no justification for nerfing shotguns. Landing 4 shots takes roughly the same time as killing a proto suit in a boundless hmg heavy, in fact it's a lot easier for heavy to kill the scout than the scout the heavy.
The shotgun is a surprise high damage short range weapon, in most shooters it is a one shot kill and is the most lethal weapon in the close quarters. Any scout with a shotgun is not a threat. Any player with a heavy machine gun is a very very dangerous threat, even militia heavies can kill other players and proto suits in less than the time it takes to kill them. Every match today I find 50% heavies 20% logis 10% assaults 20% scouts.
Any one can use an hmg where as using a scout require a whole bunch of skills such as dampening. My basic Amarr heavy with mh82 goes 5.0 kdr regularly, yet even though I consider myself a decent shotgunner I die to even militia heavies if they get their sights on me. Even with such the shotgun is not as effective as other guns because of its niche. You can't run into a room and shotgun everyone because you have low HP, this balances the shotgun. You can go in and kill 10 players with an hmg and that's fine? What about when 10 people are using hmgs. I am sick of heavy spam, all you can do is use remotes or shotgun, and even then it is more costly for you because their basic heavy fits are worthless.
The shotgun doesn't need a nerf, it has been around for ages and continues to be a niche weapon that requires skill. The breach shotgun continues to be the most underused weapon in dust, buff it. The hmg needs a nerf first if shotgun gets nerfed, that thing is seriously op and accounts for majority of Isk spent and kills in dust I reckon.
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
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manboar thunder fist
xTHExKKKx
235
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Posted - 2014.11.10 23:37:00 -
[65] - Quote
All I see in this thread are forum warriors who want to once again buff heavy spam until it breaks dust forever. So many people are leaving already because of these "cowardly tactics". Many of the vets claim there is "no gun game" anymore, and shotgun Is not as easy it seems, I bet half of the people here don't even use a shotgun yet complain about it, trust me missing is easier than you think, much easier.
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
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manboar thunder fist
xTHExKKKx
235
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Posted - 2014.11.10 23:39:00 -
[66] - Quote
And not for a second do you consider how forgiving other weapons are....
If you miss a shotgun shot that's SO MUCH of your alpha strike gone, 400 damage gone just like that, missing causes death in 90% of cases. Yet hmg is so forgiving you can gun down 10 ppl in a row
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Maken Tosch
DUST University Ivy League
10202
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Posted - 2014.11.10 23:52:00 -
[67] - Quote
Your suggestion about changing the ROF and using the "cocking" animation to reduce the ROF while using test data to back it up seems logical. However, range is not an issue. If it is, I can't imagine a shotgun ever needing a range buff past 10m. As a scout -- shotgun scouts are my krytonite -- I usually carry a SMG and peg them from a greater distance if they try to chase me.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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manboar thunder fist
xTHExKKKx
236
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Posted - 2014.11.10 23:54:00 -
[68] - Quote
Shorter range higher damage is much better than high range lower damage, imagine if knives did a bit less of the damage but could be thrown across the room. Would be a bit ridiculous.
Other scouts rely on staying outside 10m to kill shotgunners Assaults backpedal and jump back, increasing range would result in more medium frame kills not less Heavies are just op
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Kensai Dragon
DUST University Ivy League
62
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Posted - 2014.11.10 23:57:00 -
[69] - Quote
manboar thunder fist wrote:All I see in this thread are forum warriors who want to once again buff heavy spam until it breaks dust forever. So many people are leaving already because of these "cowardly tactics". Many of the vets claim there is "no gun game" anymore, and shotgun Is not as easy it seems, I bet half of the people here don't even use a shotgun yet complain about it, trust me missing is easier than you think, much easier.
Interesting, I don't recall anyone calling for increase in heavy spam, or necessarily a nerf to the shotgun, but an attempt to make it useful across platforms. Specifically, useful as an assault suit option. |
manboar thunder fist
xTHExKKKx
237
|
Posted - 2014.11.11 00:00:00 -
[70] - Quote
YeS but Kensal my dear, this will lead to further nerfs
If damage is reduced like many are secretly pushing for heavies will have 1 of 2 counters removed If range is increased medium and light frames will die even more since their evasive speed will be a negligible factor
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
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Vitantur Nothus
Nos Nothi
121
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Posted - 2014.11.11 00:02:00 -
[71] - Quote
Kensai Dragon wrote:manboar thunder fist wrote:All I see in this thread are forum warriors who want to once again buff heavy spam until it breaks dust forever. So many people are leaving already because of these "cowardly tactics". Many of the vets claim there is "no gun game" anymore, and shotgun Is not as easy it seems, I bet half of the people here don't even use a shotgun yet complain about it, trust me missing is easier than you think, much easier. Interesting, I don't recall anyone calling for increase in heavy spam, or necessarily a nerf to the shotgun, but an attempt to make it useful across platforms. Specifically, useful as an assault suit option.
If you suspect a lower RoF / higher range / tighter spread / harder hitting variant might fit the bill ... why not ask Rattati to tailor the Breach Shotgun to meet your specifications?
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manboar thunder fist
xTHExKKKx
237
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Posted - 2014.11.11 00:06:00 -
[72] - Quote
I think people are just reluctant to try new fits I use knives on assault suits so shotguns can definitely be done,just takes some imagination. And you'll be surprised at the effective combo of speed tank and damage mods
Ps. Breach needs 4 round clip
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2146
|
Posted - 2014.11.11 00:45:00 -
[73] - Quote
manboar thunder fist wrote:UNTIL heavies are nerfed there is no justification for nerfing shotguns. Landing 4 shots takes roughly the same time as killing a proto suit in a boundless hmg heavy, in fact it's a lot easier for heavy to kill the scout than the scout the heavy.
The shotgun is a surprise high damage short range weapon, in most shooters it is a one shot kill and is the most lethal weapon in the close quarters. Any scout with a shotgun is not a threat. Any player with a heavy machine gun is a very very dangerous threat, even militia heavies can kill other players and proto suits in less than the time it takes to kill them. Every match today I find 50% heavies 20% logis 10% assaults 20% scouts.
Any one can use an hmg where as using a scout require a whole bunch of skills such as dampening. My basic Amarr heavy with mh82 goes 5.0 kdr regularly, yet even though I consider myself a decent shotgunner I die to even militia heavies if they get their sights on me. Even with such the shotgun is not as effective as other guns because of its niche. You can't run into a room and shotgun everyone because you have low HP, this balances the shotgun. You can go in and kill 10 players with an hmg and that's fine? What about when 10 people are using hmgs. I am sick of heavy spam, all you can do is use remotes or shotgun, and even then it is more costly for you because their basic heavy fits are worthless.
The shotgun doesn't need a nerf, it has been around for ages and continues to be a niche weapon that requires skill. The breach shotgun continues to be the most underused weapon in dust, buff it. The hmg needs a nerf first if shotgun gets nerfed, that thing is seriously op and accounts for majority of Isk spent and kills in dust I reckon. For the hundredth time, we are talking about a standard weapon, no proficiency, no damage mods. A creodrone shotgun will kill an AMARR SENTINEL in 3 shots. The most HP possible on a dropsuit goes down in 3 to 4 shots. That's ridiculous.
You are taking the best possible sentinel against the worst possible shotgun and saying that this engagement is balanced. Based on this alone, we see the shotgun is OP. My changes will continue to make the shotgun useful, while not being the be-all-end-all for any given engagement.
Proof that Rattati/CCP do listen to the playerbase.
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Vitantur Nothus
Nos Nothi
121
|
Posted - 2014.11.11 02:16:00 -
[74] - Quote
Alena Ventrallis wrote: For the hundredth time, we are talking about a standard weapon, no proficiency, no damage mods. A creodrone shotgun will kill an AMARR SENTINEL in 3 shots. The most HP possible on a dropsuit goes down in 3 to 4 shots. That's ridiculous.
You are taking the best possible sentinel against the worst possible shotgun and saying that this engagement is balanced. Based on this alone, we see the shotgun is OP. My changes will continue to make the shotgun useful, while not being the be-all-end-all for any given engagement.
With respect, this more an opinion than science. Not to say yours isn't a valid opinion, but here is mine:
It is absolutely necessary for Shotguns to kill Sentinels quickly. Current mechanics already permit Heavies too great an opportunity to emerge victorious from perfectly executed "surprise" attacks from behind. If Shotgun vs Heavy TTK were lengthened, Heavies would dominate the majority of these encounters. Heavies are already lacking in hard counters; it would be ill-advised to remove another. |
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2146
|
Posted - 2014.11.11 07:16:00 -
[75] - Quote
Vitantur Nothus wrote:Alena Ventrallis wrote: For the hundredth time, we are talking about a standard weapon, no proficiency, no damage mods. A creodrone shotgun will kill an AMARR SENTINEL in 3 shots. The most HP possible on a dropsuit goes down in 3 to 4 shots. That's ridiculous.
You are taking the best possible sentinel against the worst possible shotgun and saying that this engagement is balanced. Based on this alone, we see the shotgun is OP. My changes will continue to make the shotgun useful, while not being the be-all-end-all for any given engagement.
With respect, this ^ is more opinion than science. Here is another opinion: It is absolutely necessary for Shotguns to kill Sentinels quickly. Current mechanics already permit high-HP Heavies too great an opportunity to emerge victorious from perfectly executed "surprise" attacks from behind. If Shotgun vs Heavy TTK were lengthened, Heavies would dominate the majority of these encounters. This is an unacceptable outcome. Furthermore, it is absolutely necessary and appropriate for Shotguns to significantly out-DPS ranged weapons in CQC. Their damage output does and should reflect their severe range limitation. It is completely "fair" that a standard shotgun's DMG/DPS at 0m to 5m is far greater than that of a weapon with 10x to 20x its optimal range. And if the range changes, that reasoning does not work.
Shotguns need better damage projection, which allows them to work on multiple frames instead of just one, and less DPS because you cannot balance a weapon around one type of suit.
Proof that Rattati/CCP do listen to the playerbase.
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manboar thunder fist
xTHExKKKx
241
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Posted - 2014.11.11 16:53:00 -
[76] - Quote
If the range changes, your "short range weapon" becomes a general purpose bolt pistol for short range. Why the hell are you trying to reduce a shotgun to a bolt pistol that is inefficient as well. The shotgun doesn't dominate heavies like you claim, in fact between landing consecutive shots, the range, the hit detection, the noise and obvious nature, the cloak delay and the stealth needed to execute its use it is much much harder to use than an hmg, I think behind all your "statistical" aka straw man argument, you are just a heavy or assault user who got shotgunned, raged at your lack of skill, and decided to spam the forums about it. The shotgun is a powerful gun but it fits its damage profile, range, dps values are sufficient for close quarters and it can be used effectively only on paper thin suits, which is a BALANCING factor. If every joe and billy could use the shotgun with ease it would be a problem, but it is unlike the hmg and rifles as in it takes more than a. Decent level of skill to be good at. If 800 hp assaults could use a shotgun effectively it would need a nerf, the fact that a good shot gunning fit requires kincats and damps to get to that short optimal range is a huge factor in balancing the gun.
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
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Doshneil Antaro
Dem Durrty Boyz General Tso's Alliance
294
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Posted - 2014.11.11 19:20:00 -
[77] - Quote
Lol, please range increase. That way I can equip them on my logi and OHKO all those scouts before they can decloak and do the same to me.
The the op was thought out, there is a reason shotgun range was reduced in the first place. High dps and range lead to them being as used as the plasma rifle. The only effective to the scout shotgun combo was a shotgun on any other suit. Thi issue blossomed in to the great scout/shotgun nerf that lead both to be useless until the cloak. Funny because now we have less counters to this combo. It looks like CCP learned nothing over these years. Nerf to scouts, then heavy, logi now so nerf as well. Are we really going down that road again?
Sage /thread
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2151
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Posted - 2014.11.12 10:05:00 -
[78] - Quote
OP being updated with more info and pictures. For the record, the shotgun with a range increase would still be useful at range.
Proof that Rattati/CCP do listen to the playerbase.
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Mexxx Dust-Slayer
Fatal Absolution General Tso's Alliance
92
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Posted - 2014.11.12 21:42:00 -
[79] - Quote
manboar thunder fist wrote:All I see in this thread are forum warriors who want to once again buff heavy spam until it breaks dust forever. So many people are leaving already because of these "cowardly tactics". Many of the vets claim there is "no gun game" anymore, and shotgun Is not as easy it seems, I bet half of the people here don't even use a shotgun yet complain about it, trust me missing is easier than you think, much easier. This is not a nerf we are talking about. |
Vitantur Nothus
Nos Nothi
152
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Posted - 2014.11.12 22:39:00 -
[80] - Quote
Mexxx Dust-Slayer wrote: This is not a nerf we are talking about.
Reducing Shotgun RoF is a huge nerf. Even if a range extension worked perfectly, a slower shotgun means increased odds of surviving a shotgun to the back.
This proposal reinforces "HP is King" as it (1) rewards those capable of withstanding the first blast by granting them more time to respond and (2) penalizes those who fail to HP tank by increasing the range within which they are OHK'd. |
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2153
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Posted - 2014.11.12 22:56:00 -
[81] - Quote
Vitantur Nothus wrote:Mexxx Dust-Slayer wrote: This is not a nerf we are talking about.
Reducing Shotgun RoF is a huge nerf. Even if a range extension worked perfectly, a slower shotgun means increased odds of surviving a shotgun to the back. This proposal reinforces "HP is King" as it (1) rewards those capable of withstanding the first blast by granting them more time to respond and (2) penalizes those who fail to HP tank by increasing the range within which they are OHK'd. What it does is
(1) allows multiple suits to effectively use the shotgun.
(2) means that a suit has a chance to respond to the threat, which is how it should be. Even if he tries getting farhter away, you now have more range with which to finish him.
(3) If anything, the shotgun killing so quickly encourages "HP is king" because stacking hp is the only way to have a chance at survival, and a lower ROF means you can fit less health and not have to worry about being two-shotted in under a second.
(4) Means that a shotgun scout will have to spec into shotguns further in order to regain their high DPS and killing power.
All the discussion so far is a standard shotgun with no damage mods and no proficiency. I can hop on a brand new character, buy me some aurum shotguns (or for that matter militia ones) and be able to deal 1000 damage within a second. That is too much. You should pay for that, in both ISK and SP. If we were talking a Credron shotgun with 2 damage mods can deal 1000 damage within a second, some of the arguments would hold water. But a standard shotgun has more DPS than several proto weapons. That is ridiculous. These changes fix the issue of the shotgun scout running up on people and nearly insta-blapping them. All this does is mean you have to wait a little longer to get the killing blow, and lowers TTK. Even with 50RPM, the shotgun TTK is still lower (ie:it kills faster) than an equivalent rifle.
Proof that Rattati/CCP do listen to the playerbase.
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Vitantur Nothus
Nos Nothi
152
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Posted - 2014.11.13 00:44:00 -
[82] - Quote
I can't speak for other scouts, but I would prefer to run straight EWAR and Biotics on all my shotgun fits.
Today, I fit HP modules out of necessity; it simply takes too long to kill HP-tanked Assaults and Heavies. Even at Proficiency V, even when running a Prototype Shotgun, and even when doing everything right, I must budget to take significant damage when "assassinating" the targets I've singled out and flanked.
If adopted, this proposal would delete my remaining low-HP shotgun scout loadouts. If that's what is deemed best for Dust, then so be it. But I believe that be a move in the wrong direction. We should be thinking of ways to make Low HP loadouts more competitive and appealing. For me as a shotgun scout, this proposal does the exact opposite. |
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2160
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Posted - 2014.11.14 01:37:00 -
[83] - Quote
Bump.
Proof that Rattati/CCP do listen to the playerbase.
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2171
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Posted - 2014.11.15 17:39:00 -
[84] - Quote
Now we can add "able to put 1000 damage before the decloak animation is finished" to the argument.
Proof that Rattati/CCP do listen to the playerbase.
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Dergle
Vengeance Unbound
48
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Posted - 2014.11.16 22:58:00 -
[85] - Quote
Bump cause I'd like to see that dev tag on this thread :)
Caldari Jingoist
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manboar thunder fist
Dead Man's Game RUST415
248
|
Posted - 2014.11.17 01:43:00 -
[86] - Quote
Shotguns are nt even a problem...
Using a gun beats shotgun Easily Using a gun does not beat heavy or sniper 90% of time
With a basic shotgun on a basic scout such as Apex serpent you die ridiculously fast and ridiculously easily... All you need to do is jump back and the shotgun scout is rendered useless.
Range is a limiting factor, like the ion pistol and hmg, the highest damage is dealt up close... The only thing shotgun can one shot is ewar scouts... All other frames take at least 2 shots with many assaults taking 3 and heavies taking 4+. In order to get this close scouts need damps and kin cats, which are very fitting intensive and take away HP, no other role requires this sacrifice....
In all other games shotguns are 1 shot kills and have longer ranges and HIT DETECTION Be thankful your officer weapon works I think this thread is a noob with low situational awareness moan thread. Anyone who's half decent at the game will notice and eliminate shotgunners before they reach them
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
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Doshneil Antaro
Dem Durrty Boyz General Tso's Alliance
295
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Posted - 2014.11.17 02:50:00 -
[87] - Quote
manboar thunder fist wrote:Shotguns are nt even a problem...
Using a gun beats shotgun Easily Using a gun does not beat heavy or sniper 90% of time
With a basic shotgun on a basic scout such as Apex serpent you die ridiculously fast and ridiculously easily... All you need to do is jump back and the shotgun scout is rendered useless.
Range is a limiting factor, like the ion pistol and hmg, the highest damage is dealt up close... The only thing shotgun can one shot is ewar scouts... All other frames take at least 2 shots with many assaults taking 3 and heavies taking 4+. In order to get this close scouts need damps and kin cats, which are very fitting intensive and take away HP, no other role requires this sacrifice....
In all other games shotguns are 1 shot kills and have longer ranges and HIT DETECTION Be thankful your officer weapon works I think this thread is a noob with low situational awareness moan thread. Anyone who's half decent at the game will notice and eliminate shotgunners before they reach them Your first two paragraphs are correct, but from that point it becomes more opinion than fact. You need no ewar on a scout minus the cloak to close in on a logi or heavy undetected. Im sure most assaults for that matter. Shotguns are fine in there current state though so I do agree they need not be changed until cloaked scouts cannot fire of any rounds until they uncloak.
Sage /thread
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manboar thunder fist
Dead Man's Game RUST415
249
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Posted - 2014.11.17 04:19:00 -
[88] - Quote
This is already in effect. Cloaking now means you can't charge your knives or fire your shotgun when you decloak
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
Delta- bye bye ads, bye bye scr
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