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Shutter Fly
Molon Labe. RUST415
530
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Posted - 2015.04.29 19:51:00 -
[1] - Quote
My opinion is probably not the most popular, but I used the BrSG almost exclusively back in Chrom.
I would rather have damage and a bit more range than clip size, reload, or RoF. It needs to have it's unique qualities enhanced, not to be homogenized with the standard SG. When I've tried to use the current BrSG, the problem always seems to be that it falls just short on damage, or just short on range. Even with damage mods, it tends to be just short of OHKing most scouts, and just short of 2HKing most assaults.
Considering its low RoF and tight spread, only heavily tanked scouts should be able to survive a direct hit from it, and only very heavily armor tanked assaults should be able to survive two direct hits (at least one majority headshot for the higher end of the 2HKOs). |
![Shutter Fly Shutter Fly](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Shutter Fly
Molon Labe. RUST415
532
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Posted - 2015.04.30 06:16:00 -
[2] - Quote
A lot of people here seem to be missing the fact that the Breach USED to be viable, and you know what was different about it then?
Damage and Range
What was the same?
Reload, Clip Size, and RoF
It was hit and kill, or miss and die. The regular Shotgun as it is now has a fairly shallow and linear learning curve, it's easy to be decent with, and only a moderate challenge to be good with. By highlighting the Breach's extremes, it becomes a version of the shotgun that is very difficult to make use of, but highly rewarding to master. It requires diligent management of reloads, precise positioning, and exhaustive analysis of potential matchups. Currently, doing these things only gets you an almost bearable weapon, but it could be much more. Don't ruin that potential by taking the route that makes the Breach simplified and boring. |
![Shutter Fly Shutter Fly](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Shutter Fly
molon labe. RUST415
533
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Posted - 2015.04.30 18:28:00 -
[3] - Quote
hails8n wrote:Shutter Fly wrote:A lot of people here seem to be missing the fact that the Breach USED to be viable, and you know what was different about it then?
Damage and Range
What was the same?
Reload, Clip Size, and RoF
It was hit and kill, or miss and die. The regular Shotgun as it is now has a fairly shallow and linear learning curve, it's easy to be decent with, and only a moderate challenge to be good with. By highlighting the Breach's extremes, it becomes a version of the shotgun that is very difficult to make use of, but highly rewarding to master. It requires diligent management of reloads, precise positioning, and exhaustive analysis of potential matchups. Currently, doing these things only gets you an almost bearable weapon, but it could be much more. Don't ruin that potential by taking the route that makes the Breach simplified and boring. I'd be happy with any buff. Its my favorite novelty weapon like the plc, but everyone uses the plc so you know that gets buffed regularly. I don't really see it as a "novelty weapon". Or, at least, I don't want it to be one. The PLC is useable and has areas where it is very good, but I wouldn't call it a viable role. I want the BSG to be viable. Back when I used it, it was just a different type of shotgun that had a steeper learning curve and different advantages and disadvantages. It was much harder to use, but it could take on most situations that that the SG could, just with a different approach.
For example, when approaching two enemies, you make sure you have easily accessible cover. After taking the first shot, if it doesn't kill the target, you can't go directly for the kill (as you often would with the SG). Instead, it is better to drop back behind cover to immediately reload. If the unharmed enemy is the most viable target, you repeat the same fire, cover, reload strategy. If the one you just hit is vulnerable, you finish him, use your second shot on the other guy, and finish him with a sidearm if he is still alive. That particular plan doesn't allow for any missed shots, and it is just part of the learning curve of the Breach. If you screw up, you have to be prepared to cut your losses and gtfo.
Does that make it a bad weapon? Not necessarily, if it is strong enough in the areas it needs to be, which it currently isn't. The difference from the standard SG is that the objective isn't always to get a kill with each engagement. It does enough damage that leaving your target to heal a bit isn't a huge concern. It also has a very strong psychological effect, because it isn't easy for a ~650HP assault to adjust to instantly losing 75-80% of their health. Even though it is still survivable, it's very different than dealing with any other weapon. |