|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Victor Moody Stahl
Amarr Templars Amarr Empire
136
|
Posted - 2014.11.21 00:47:00 -
[1] - Quote
The Bolt Pistol isn't actually that OP. It functions best over range, making it a good complement to short-ranged guns. I find it works best on an HMG heavy- the HMG is very limited at the ranges the bolt pistol is most capable at (around 40-60 meters).
It can work with other options... and the aim assist on it does still seem to be a little to assisting. However, I wouldn't know much about the latter- I run KB/M, so aim assist isn't something I'm really allowed to play with.
Just "theorycrafting" a little, it would probably complement a shotgun build reasonably well, covering for the shotgun's ridiculously low range- I wouldn't really expect a scout suit to actually use that combination, it seems like closing range would be an issue more for shotgun-toting medframes really.
It might also work well with either of the CR variants or the non-Tactical AR variants. Would also probably work reasonably well in a "gunslinger" style fit using dual sidearms.
Buff Logis | Nerf Scouts
|
Victor Moody Stahl
Amarr Templars Amarr Empire
137
|
Posted - 2014.11.21 02:03:00 -
[2] - Quote
Except that the Bolt was always intended as a sidearm that would be chosen for it's extreme accuracy and superior range compared to other sidearms, and even some light weapons.
I gather that the idea was that the Bolt would be the ideal companion for weapons like the shotgun or HMG- guns that are very deadly in their arena, but leave you effectively unarmed against an opponent at range. In that, it actually excels.
Also, blap-shot kills generally only happen against starter fits (there's not a lot that can't one-shot a starter fit), or moderately-tanked scouts. In the former case, starter fits are terrible, while in the latter, I would argue it's "working as intended".
Buff Logis | Nerf Scouts
|
Victor Moody Stahl
Amarr Templars Amarr Empire
137
|
Posted - 2014.11.21 02:47:00 -
[3] - Quote
As far as damage profile goes, I find that the Bolt pistol is a lot like the BrScP- it does so much alpha that it doesn't matter that you're shooting at a negative profile, you still hit like a truck.
I'd also like to comment that the Magsec is also a nice complement to the HMG- I've fought a couple of heavies that thought they could just pop in-and-out of cover and hose me with an HMG at anywhere from 40 to 60 meters.
That didn't work out so well for them.
Buff Logis | Nerf Scouts
|
Victor Moody Stahl
Amarr Templars Amarr Empire
137
|
Posted - 2014.11.21 05:45:00 -
[4] - Quote
Clone D wrote:If extreme accuracy was the intended use of the weapon then give it a huge headshot bonus, but tone down the damage to sub 100. As it stands now, it's a cannon that fits in the palm of your hand.
As for me, I'm going to purchase the Blueprint Militia BP and run around laying waste to proto fittings using my 0 ISK double BP fitting. Enjoy.
The main issue with that is simply that- particularly now- the charge time makes it very difficult to get a headshot on somebody who's moving around. The last time that I remember headshotting someone with the Bolt was an Ambush match on the Caldari Production Facility.
The target in question was a stationary Gallente starter fit. The Bolt may have a large alpha strike, but that, IMO, is more down to the fact that it's also supposed to be something of a "hand cannon".
IIRC, the CPM actually gave their impression of the weapon as being "like the Desert Eagle", and the weapon's item description specifically mentions it's high-impact nature.
There is also the issue that the Bolt has a very critical flaw: it's low capacity. Missing even one shot is not only extremely deleterious to your damage output, but- particularly for heavies- an incredibly wasteful expenditure of ammo.
If you use it as an actual sidearm, then I would agree with Joseph Ridgeson, who commented that it excels mostly as an assassin's weapon- the report is fairly quiet, and you aren't likely to need more than one shot on an unaware, thinly-tanked opponent.
As a secondary weapon, it is best used to compensate for really only one thing: a lack of range on a primary weapon. This is also what makes the Bolt an excellent pairing for the HMG, and IMO the shotgun as well.
Buff Logis | Nerf Scouts
|
Victor Moody Stahl
Amarr Templars Amarr Empire
138
|
Posted - 2014.11.21 18:08:00 -
[5] - Quote
Clone D wrote:After the second round of nerfs to the SCP, I noticed that it is most effective in the 10-15 meter range. Even at the most effective range, the non-breach SCP is essentially like shooting marshmallows at your opponent. It often takes more than a full 13 round clip to do any significant damage, hitting the opponent with every shot. While I was previously a huge SCP fan befoe nerfs 1 and 2, it is now agonizing to use and while I do weave, jump and use random movement during encounters, the use of the SCP often gets me killed.
I am sorry that the ScP is no longer useful to you; I find much the opposite- after HF Delta, I mostly used the Assault ScP, before gradually switching back to the regular variant.
I'd love to try and get used to the breach version, but it doesn't have a PRO variant, which makes my OCD about having a proto light weapon and sidearm on protosuit go through the roof.
Clone D wrote:Having abandoned the SCP, I specced into the SMG, which is quite an effective little buggar. It is more effective than the SCP in TTK, easy to get head shots, and more reliable than the SCP in any circumstance, especially in a laggy game where fully automatic weapons have the advantage over semi auto.
Yeah, the lag issues that make automatics better than semi's is something unfun when trying to use the scramblers. Personally, I haven't found the SMG to my liking; for whatever reason the Magsec just feels better. Maybe it's the SP investment- I've presently got no SP invested into the SMG, and will very shortly have Ops 5 and hopefully Prof 1 on the Magsec.
Clone D wrote:The BP, however beats both the SCP and SMG in TTK, and range. The limitation is ammo/clip size, but the force is quite strong with this one and aim assist compensates for the low ammo. During the sidearm event, I played a double militia bolt pistol and wrecked people left and right, laughing at the easy mode nature of the weapon. The "nerf" to charge time has not offset the power of the weapon IMO.
I think you've just hit on exactly why it seems very powerful to you- the aim assist. First off, I use a KB/M, which is presently gimped in DUST, and I find the Bolt to be accurate and effective at compensating for a lack of range on a primary weapon- such as an HMG.
I do, however, have difficulty getting every shot to hit, something that it seems aim assist compensates for very nicely. I would, therefore, argue that it is the Bolt's particular degree of aim assist that makes it seem overly powerful. Perhaps it should be akin to the Sniper Rifles, in that it has no aim assist...
Clone D wrote:I regularly die to BPs while at full health and I am running around in my default eHP scout (no sheidl/armor tanking) at top speed darting, weaving and jumping 50-60 meters away. This weapon is way OP and I will exploit it as long as it continues; absurd really.
Movement shenanigans become increasingly- arguably exponentially- less effective as range increases. Moreover, untanked scout suits don't have the HP to survive more than two shots- I'd say that the weapon is basically working as intended and you're just a little bit peeved that it pops you so easily.
Clone D wrote:Just last night, on the line harvest map, I was causing heavies to seek cover as I terrorized them with my double militia BP from at least 50 meters away. At that range, it is much more powerful than a CR, giving cause for alarm and yielding incredible shock potential and fear factor.
Not to mention that the BP technology is supposed to be the same as a RR, which is another marshmallow shooter now. Why does the BP do so much damage, while the RR does so little? The damage output doesn't suggest that those two weapons both belong in the hybrid - rail category. The sidearm is a beast. The primary is a kitten.
So in other words, you are using the bolt pistol as it is intended to be used. News at 11, I guess.
Insofar as the RR/BP damage issue- the RR is supposed to have longer range, and higher DPS. The main flaw of the RR right now is the atrocious charge time that prevents it from being effective in its intended arena- that of long-range engagements.
The Bolt also has significantly less damage potential before reloading, and heavily relies on player accuracy to actually have a useful damage output.
Or at least, it's supposed to. Per this thread, aim assist seems to be a little too assisting on the Bolt.
The other thing to consider is the role of the BP- it very much seems that CCP wanted a sidearm that wasn't so much a "backup/finisher" as it was a "secondary/complementary" weapon. It's very much the case that the BP is suboptimal in close quarters, and excels at range, suggesting that it should be paired with a light weapon (or another sidearm, if you so desire) that has the opposite performance- excelling at CQC and suffering at range.
It almost seems like CCP designed the BP to complement guns like the AR or shotgun... I wonder why that could be?
Buff Logis | Nerf Scouts
|
Victor Moody Stahl
Amarr Templars Amarr Empire
140
|
Posted - 2014.11.21 22:16:00 -
[6] - Quote
I have to agree with Leadfoot- the AA of a DS3 is way better than mouse aiming. I often find that landing all the shots out of a Bolt is incredibly difficult, if not impossible, when using the KB/M- I have no idea how it works/feels with a DS3, as at this point I'm just too set in my ways to try the DS3 for anything but derpships.
The ScP performance- for me at least- is down to, IMO, two things: I often pair it with an ARR, and use it almost invariably as a secondary weapon (though sometimes it does get pulled out as an opener against heavily shield-tanked suits), and I changed my mouse poll rate to 125 Hz to get as close to the PS3's practical 100 Hz poll rate.
This latter change only did one thing: it vastly reduced the regularity and degree of oversampling the ScP. That's it.
If you can't get that, then it came down to: usage preference, and alleviating a mechanical issue (IE, oversampling).
By the way, the Magsec is pretty boss- you merely have to consider it's potential applications for, say, heavies. Or medframe swarm/PLC users.
Or people who actually know how to use it, because they like it. I can confidently say that I've ganked more than a few HMG heavies by being out of HMG range and pulling out a MLT Magsec. If I can do that with the MLT version, against ADV heavies... yeah, the Magsec is pretty good. It just needs a gentleman's touch.
Luckily for me, I am such a glorious Amarrian gentleman-officer.
Buff Logis | Nerf Scouts
|
|
|
|