Oede Usaema
Osmon Surveillance Caldari State
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Posted - 2012.07.01 04:47:00 -
[1] - Quote
Has anyone else spent much time with these? Used the prototype yet? Come up against one? What're your thoughts?
I've been playing around with them for a bit, and have come to a few conclusions:
1. In order to be consistantly effective, users need to spend A LOT of time with the weapon, I've used them for about 2 days now and I still often completely miss shots. under/overshooting is very common, timing needs to be perfect on moving targets. Small clip size and the fact that you often don't get any visual feedback as to where your shot went (more of an explosions issue though I think) means every single grenade counts and is often wasted. It can be very frustrating lining up a shot when you can't adjust or compensate for a miss and aiming in close quarters is very haphazard as the nades tend to either not go off in close proximity or simply go in a peculiar direction and dissappear.
2. Taking point 1. into account, direct damage and splash is considerably underwhelming, especially with the first two models. I can unload about 12 shots into a tank and only get it into half armour, on average I have to use 3~6 shots to take out an infantry one on one and the time between shots and the time between the nade landing at the target means you rarely get full kill points in a group (this wouldn't be so bad if the game wasn't completely KDR centric, but that's a whole other barrel of biscuits).
3. Dispite being described as a support, area denial and all-rounder anti-personnell/light armour weapon, it fails to do any role particularly well or easily. You need a group, definitely. but so they can support you, not the other way around. Independence with this weapon is far more difficult when compared to the AR. Small clip size and dodgy aiming means you can't lay sustained area denial or pin people like vehicle turrets can with no reloading and infinite ammo, and you definitely can't match the damage either (not to mention you're much safer and you don't have mess about with arching shots as well!). with the free militia vehicles you may as well just call a tank in and use that if you want to suppress the enemy.
4. The ballistic arc lies to you, It seems to use bizarro physics where if you aim high, it simply readjusts the arc and fires for infinity. This was very dissapointing as I was hoping to be able to arc shots over cover and smoke the enemy out, instead it simply shoots higher and further, which is ridiculous considering how slow the grenades travel, it's range focus needs to be much closer to the user.
The one good thing about it is that it does feel quite satisfying landing a direct hit on a scout, sadly though just not satisfying enough to make you want to keep on using the weapon. I'd say in it's current form, it's most comparable to the sniper rifle, you can get a few decent kills but it's just too Irratic and loveless to use to any great effect, with very little reason to use over an AR.
Having said that, there are several ways I can see that could potentially fix it.
1.Improving it's clip size and max ammo to 6/18 and giving it better physics arcs to allow a better variety of shots (do this please),
2. Upping it's overall damage by 15% or damage to vehicles by 15~20% (and let it actually damage shields, goddamn),
3. Divide it's raw damage into a cluster shot that gives it several splash areas over a wider region.
I think any single one of those would greatly improve it's usability and atleast give people a reason to use it.
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