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vermacht Doe
93
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Posted - 2012.07.29 08:33:00 -
[31] - Quote
xprotoman23 wrote:hit detection on the scout suit has been broken since the private trials.
That raises the question should mass drivers be buffed for the beta only or should they fix hit detection sooner? |
Abron Garr
Amarr Templars Amarr Empire
256
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Posted - 2012.07.29 08:42:00 -
[32] - Quote
vermacht Doe wrote:xprotoman23 wrote:hit detection on the scout suit has been broken since the private trials. That raises the question should mass drivers be buffed for the beta only or should they fix hit detection sooner?
I honestly have no problem with the Mass Driver on my Logi sets. It takes awhile to get the angle right. |
vermacht Doe
93
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Posted - 2012.07.29 08:45:00 -
[33] - Quote
Abron Garr wrote:vermacht Doe wrote:xprotoman23 wrote:hit detection on the scout suit has been broken since the private trials. That raises the question should mass drivers be buffed for the beta only or should they fix hit detection sooner? I honestly have no problem with the Mass Driver on my Logi sets. It takes awhile to get the angle right.
Good point but it might just not be the weapon for me and i think i was playing with you earlier today, we got killed by a scout with res that was bunny hopping. |
Derek Barnes
ZionTCD Legacy Rising
340
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Posted - 2012.07.29 08:49:00 -
[34] - Quote
Abron Garr wrote:Derek Barnes wrote:Abron Garr wrote:Garma QUDA wrote:Okay before I go to bed.. Dont bash on the scout suit. Its fine. I've unloaded entire clips into Scouts, watched their shields flash and they took no damage. I suspect the crappy hit detection is to blame. It's hard to say it's fine right now. After hit detection is fixed we'll be ale to tell. And OP, I'll accept an SMG nerf after they nerf shotguns and ARs. Really, Every weapon would be nerfed then. Also whats wrong with shotguns, they are shotguns, they are suppose to be really strong in close combat. Plus i haven't had problems fighting shotgun guys. Nothing is wrong with SGs. All I'm saying is if you touch SMGs, but let SGs remain untouched, then all people wil luse for CQC will be SGs.
I've never used a shotgun, so i might be wrong, but aren't shotguns a primary while the SMGs are secondary. If shotguns are primary, most people are going to use all the other guns than the shotgun. So nerfing the shotgun just because of nerfing the SMG doesn't make since. |
Abron Garr
Amarr Templars Amarr Empire
256
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Posted - 2012.07.29 08:58:00 -
[35] - Quote
Derek Barnes wrote:Abron Garr wrote:Derek Barnes wrote:Abron Garr wrote:Garma QUDA wrote:Okay before I go to bed.. Dont bash on the scout suit. Its fine. I've unloaded entire clips into Scouts, watched their shields flash and they took no damage. I suspect the crappy hit detection is to blame. It's hard to say it's fine right now. After hit detection is fixed we'll be ale to tell. And OP, I'll accept an SMG nerf after they nerf shotguns and ARs. Really, Every weapon would be nerfed then. Also whats wrong with shotguns, they are shotguns, they are suppose to be really strong in close combat. Plus i haven't had problems fighting shotgun guys. Nothing is wrong with SGs. All I'm saying is if you touch SMGs, but let SGs remain untouched, then all people wil luse for CQC will be SGs. I've never used a shotgun, so i might be wrong, but aren't shotguns a primary while the SMGs are secondary. If shotguns are primary, most people are going to use all the other guns than the shotgun. So nerfing the shotgun just because of nerfing the SMG doesn't make since.
If they nerf SMGs to the point of them not being worth it to use as a primary weapon, I'm just going to use a SG. Frankly, the SG is already better suited to how I fight when I feel like being selfish, but the sound is so damn annoying (second only to the Mass driver reloading volume). I prefer no nerfs at all but I really would hate to see a nerf to the SMG.
Plus I'm not really comfortable with the idea of "oh it's a secondary weapon so it should automatically be less useful than a primary." |
vermacht Doe
93
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Posted - 2012.07.29 09:06:00 -
[36] - Quote
The pistol is less effective so why shouldn't the smg also be less effective? |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.07.29 09:07:00 -
[37] - Quote
Bunnyhopping is fine, balances the low HP of scout suits. SMG doesn't need a nerf, its fine. The short range balances it. The HMG needs a serious buff. |
Abron Garr
Amarr Templars Amarr Empire
256
|
Posted - 2012.07.29 09:09:00 -
[38] - Quote
I can understand one problem associated with using a "secondary" weapon over a primary; they use less CPU/PG. So it becomes an issue of "Why should I use up 90 CPU with this AR if I can get similar or better results for little over half the fitting cost by using two secondary weapons? The easiest way to "balance" SMGs would be to increase their fitting requirements to match that of "primary" weapons. |
vermacht Doe
93
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Posted - 2012.07.29 09:12:00 -
[39] - Quote
KAGEHOSHI Horned Wolf wrote:Bunnyhopping is fine, balances the low HP of scout suits. SMG doesn't need a nerf, its fine. The short range balances it. The HMG needs a serious buff.
Why bunny hop ehen you can out run a heavies turn speed and have a smaller hitbox? The smg should be on par with other sidearms and an smg nerf seems more favorable than a pistol buff True but something in between what it was and what it is now, favoring the original |
Abron Garr
Amarr Templars Amarr Empire
256
|
Posted - 2012.07.29 09:12:00 -
[40] - Quote
vermacht Doe wrote:The pistol is less effective so why shouldn't the smg also be less effective?
It's less effective for you maybe. You actually have to aim with a pistol, not just spray and pray like you do with an SMG. You get higher damage per shot and longer effective range with a pistol. I do think the magazine size is very low though; going from 7 shots to 10-12 would be a lot better. |
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vermacht Doe
93
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Posted - 2012.07.29 09:13:00 -
[41] - Quote
Abron Garr wrote:I can understand one problem associated with using a "secondary" weapon over a primary; they use less CPU/PG. So it becomes an issue of "Why should I use up 90 CPU with this AR if I can get similar or better results for little over half the fitting cost by using two secondary weapons? The easiest way to "balance" SMGs would be to increase their fitting requirements to match that of "primary" weapons.
Or to make it a primary weapon or buff the pistol to it's standards? |
vermacht Doe
93
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Posted - 2012.07.29 09:15:00 -
[42] - Quote
Abron Garr wrote:vermacht Doe wrote:The pistol is less effective so why shouldn't the smg also be less effective? It's less effective for you maybe. You actually have to aim with a pistol, not just spray and pray like you do with an SMG. You get higher damage per shot and longer effective range with a pistol. I do think the magazine size is very low though; going from 7 shots to 10-12 would be a lot better.
Aiming is more effective for me with the smg is because it has a type of sight not a floating dot |
Nicolo daVicenza
Royal Uhlans Amarr Empire
10
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Posted - 2012.07.29 09:17:00 -
[43] - Quote
Scout HP is terrible, it can die from a few clean shots from the AR. I've been able to snipe them clean as they were doing a full perpendicular sprint. Assault Rifle hitbox detection is goofy overpowered compared to snipers, HMGs and pretty much everything except SMGs |
vermacht Doe
93
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Posted - 2012.07.29 09:19:00 -
[44] - Quote
Nicolo daVicenza wrote:Scout HP is terrible, it can die from a few clean shots from the AR. I've been able to snipe them clean as they were doing a full perpendicular sprint. Assault Rifle hitbox detection is goofy overpowered compared to snipers, HMGs and pretty much everything except SMGs
What suit are you using? |
Abron Garr
Amarr Templars Amarr Empire
256
|
Posted - 2012.07.29 09:19:00 -
[45] - Quote
vermacht Doe wrote:KAGEHOSHI Horned Wolf wrote:Bunnyhopping is fine, balances the low HP of scout suits. SMG doesn't need a nerf, its fine. The short range balances it. The HMG needs a serious buff. Why bunny hop ehen you can out run a heavies turn speed and have a smaller hitbox? The smg should be on par with other sidearms and an smg nerf seems more favorable than a pistol buff True but something in between what it was and what it is now, favoring the original
According to?
Look, some of us want to use other guns, not just ARs. If you want to increase the fitting requirements for the top tier SMGs to bring them in line with other weapons, I'm fine with that. I'm curious, what aspect of SMGs would you nerf? |
Derek Barnes
ZionTCD Legacy Rising
340
|
Posted - 2012.07.29 09:21:00 -
[46] - Quote
Abron Garr wrote: If they nerf SMGs to the point of them not being worth it to use as a primary weapon, I'm just going to use a SG. Frankly, the SG is already better suited to how I fight when I feel like being selfish, but the sound is so damn annoying (second only to the Mass driver reloading volume). I prefer no nerfs at all but I really would hate to see a nerf to the SMG.
Plus I'm not really comfortable with the idea of "oh it's a secondary weapon so it should automatically be less useful than a primary."
The SMG is a secondary not a primary. They aren't in the same weapon slot. So you can't switch out the SMG for the Shotgun because they go in 2 different weapon slots. The only secondary weapons you can pick from right now is the SMG or the Pistol. So you either carry a SMG with you or a pistol with you along with you primary weapon.
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vermacht Doe
93
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Posted - 2012.07.29 09:21:00 -
[47] - Quote
Abron Garr wrote:vermacht Doe wrote:KAGEHOSHI Horned Wolf wrote:Bunnyhopping is fine, balances the low HP of scout suits. SMG doesn't need a nerf, its fine. The short range balances it. The HMG needs a serious buff. Why bunny hop ehen you can out run a heavies turn speed and have a smaller hitbox? The smg should be on par with other sidearms and an smg nerf seems more favorable than a pistol buff True but something in between what it was and what it is now, favoring the original According to? Look, some of us want to use other guns, not just ARs. If you want to increase the fitting requirements for the top tier SMGs to bring them in line with other weapons, I'm fine with that. I'm curious, what aspect of SMGs would you nerf?
Damage like with my hmg but slightly lower due to the fact that there is no overheat. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.29 09:27:00 -
[48] - Quote
I'm surprised nobody's commented on this yet?
vermacht Doe wrote:Since it is the smallest dropsuit available why does it have two weapons and logistic suit only has one. I think it should be the other way around? Compare the Logi suit's equipment and other fitting slots. Now tell me it doesn't have some advantages of its own. They're buffing it in a couple of ways in the next build, too.
Also, the problem with indestructible Scouts is mostly with people not leading their shots, but there are hit detection issues as well. |
vermacht Doe
93
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Posted - 2012.07.29 09:32:00 -
[49] - Quote
Garrett Blacknova wrote:I'm surprised nobody's commented on this yet? vermacht Doe wrote:Since it is the smallest dropsuit available why does it have two weapons and logistic suit only has one. I think it should be the other way around? Compare the Logi suit's equipment and other fitting slots. Now tell me it doesn't have some advantages of its own. They're buffing it in a couple of ways in the next build, too. Also, the problem with indestructible Scouts is mostly with people not leading their shots, but there are hit detection issues as well.
Its equipment mostly helps the team not itself (nanite injectors, drop uplinks, repair tool) but shouldn't since the scout is the lightest so farit should carry the least stuff?
Ps you have the hit detection and leading confused |
Nicolo daVicenza
Royal Uhlans Amarr Empire
10
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Posted - 2012.07.29 09:36:00 -
[50] - Quote
vermacht Doe wrote:Nicolo daVicenza wrote:Scout HP is terrible, it can die from a few clean shots from the AR. I've been able to snipe them clean as they were doing a full perpendicular sprint. Assault Rifle hitbox detection is goofy overpowered compared to snipers, HMGs and pretty much everything except SMGs What suit are you using? Been using Scout for about 4 months. I prefer a shotgun/scout loadout but due to the map + AR hit detection buff change I've had to switch to sniper/scout. Which is awful for multiple reasons ranging from fitting reqs to the multiple clean shots it requires to make a kill. If a Creodron AR sprays anywhere near you and you're not moving, hit detection puts 3 shots in your dome in one and a half seconds and that's it for you. |
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vermacht Doe
93
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Posted - 2012.07.29 09:37:00 -
[51] - Quote
Nicolo daVicenza wrote:vermacht Doe wrote:Nicolo daVicenza wrote:Scout HP is terrible, it can die from a few clean shots from the AR. I've been able to snipe them clean as they were doing a full perpendicular sprint. Assault Rifle hitbox detection is goofy overpowered compared to snipers, HMGs and pretty much everything except SMGs What suit are you using? Been using Scout for about 4 months. I prefer a shotgun/scout loadout but due to the map + AR hit detection buff change I've had to switch to sniper/scout. Which is awful for multiple reasons ranging from fitting reqs to the multiple clean shots it requires to make a kill.
No which scout suit are you using |
Nicolo daVicenza
Royal Uhlans Amarr Empire
10
|
Posted - 2012.07.29 09:38:00 -
[52] - Quote
Mk II, the one that forgoes a sidearm (man 1.12M SP to get the next one, yeesh) |
vermacht Doe
93
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Posted - 2012.07.29 09:41:00 -
[53] - Quote
Nicolo daVicenza wrote:Mk II, the one that forgoes a sidearm (man 1.12M SP to get the next one, yeesh)
I'll check it out when i have a chance and it doesn't have a sidearm? That is madness |
Nicolo daVicenza
Royal Uhlans Amarr Empire
10
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Posted - 2012.07.29 09:47:00 -
[54] - Quote
Yeah, I'm carrying the prototype sniper rifle + 2 sprint mods + basic shield extender, locus grenades and remote explosives. This leaves an equipment slot unused but there's literally 0PG to spare with level 5 engineering skills.
ask me about disabling the defender's C-turret and flipping the northwest clone facility within 50 seconds of the match starting |
vermacht Doe
93
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Posted - 2012.07.29 09:49:00 -
[55] - Quote
Nicolo daVicenza wrote:Yeah, I'm carrying the prototype sniper rifle + 2 sprint mods + basic shield extender, locus grenades and remote explosives. This leaves an equipment slot unused but there's literally 0PG to spare with level 5 engineering skills.
ask me about disabling the defender's C-turret and flipping the northwest clone facility within 50 seconds of the match starting
Pff ask me about being cannon fodder with the hmg at every range |
vermacht Doe
93
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Posted - 2012.07.29 10:05:00 -
[56] - Quote
Abron Garr wrote:vermacht Doe wrote:KAGEHOSHI Horned Wolf wrote:Bunnyhopping is fine, balances the low HP of scout suits. SMG doesn't need a nerf, its fine. The short range balances it. The HMG needs a serious buff. Why bunny hop ehen you can out run a heavies turn speed and have a smaller hitbox? The smg should be on par with other sidearms and an smg nerf seems more favorable than a pistol buff True but something in between what it was and what it is now, favoring the original According to? Look, some of us want to use other guns, not just ARs. If you want to increase the fitting requirements for the top tier SMGs to bring them in line with other weapons, I'm fine with that. I'm curious, what aspect of SMGs would you nerf?
Would you really want a standard pistol with more ammo(per clip and total) a damage increase and to top it off a sight |
Abron Garr
Amarr Templars Amarr Empire
256
|
Posted - 2012.07.29 10:11:00 -
[57] - Quote
vermacht Doe wrote:Abron Garr wrote:vermacht Doe wrote:KAGEHOSHI Horned Wolf wrote:Bunnyhopping is fine, balances the low HP of scout suits. SMG doesn't need a nerf, its fine. The short range balances it. The HMG needs a serious buff. Why bunny hop ehen you can out run a heavies turn speed and have a smaller hitbox? The smg should be on par with other sidearms and an smg nerf seems more favorable than a pistol buff True but something in between what it was and what it is now, favoring the original According to? Look, some of us want to use other guns, not just ARs. If you want to increase the fitting requirements for the top tier SMGs to bring them in line with other weapons, I'm fine with that. I'm curious, what aspect of SMGs would you nerf? Damage like with my hmg but slightly lower due to the fact that there is no overheat.
They already do less damage than ARs. The Boundless Breach is the only one above 40 damage but it has a lower rate of fire to compensate.
These are the only 3 proto SMGs worth using besides the Toxin IMO:
The Freedom Burst is a good sidearm if all you want to fight is at mid to long range. The Burst SMG is a lot like the Allotek AR (My favorite AR) in that it fires a burst of rounds (in this case 8) in a relatively tight pattern every time you hit R1. It's very effective up until around ~30 ft but it isn't very good for close quarters because of the burst nature and the low damage. I don't use it. ARs and HMGs will still chew you up.
The Ishukone Assault is my second favorite. It is really good in close quarters but is decent at low to mid range as well. The only problem is that it eats ammo like a fat kid at a buffet. Really good for kiting SGs though as long as you keep moving.
The Boundless Breach is my absolute favorite, and the one I think most people would pick to be nerfed. It has a low rate of fire but really good damage. It's amazing in close quarters but is worthless beyond ~10ft. Shotguns will eat you alive if you're not careful.
Straight up, a good AR will own an SMG at range and even close quarters if you don't strafe and a good SG will one or two shot you if you don't keep moving. If you nerf the damage you're going to throw things out of whack. A heavy with an HMG should lose to a good SMG in close quarters, you have to have some weaknesses. And btw, I don't use scout suits. Don't nerf SMGs just because a scout owns your heavy, that's liable to screw me over as a result. |
Abron Garr
Amarr Templars Amarr Empire
256
|
Posted - 2012.07.29 10:20:00 -
[58] - Quote
vermacht Doe wrote:Abron Garr wrote:vermacht Doe wrote:KAGEHOSHI Horned Wolf wrote:Bunnyhopping is fine, balances the low HP of scout suits. SMG doesn't need a nerf, its fine. The short range balances it. The HMG needs a serious buff. Why bunny hop ehen you can out run a heavies turn speed and have a smaller hitbox? The smg should be on par with other sidearms and an smg nerf seems more favorable than a pistol buff True but something in between what it was and what it is now, favoring the original According to? Look, some of us want to use other guns, not just ARs. If you want to increase the fitting requirements for the top tier SMGs to bring them in line with other weapons, I'm fine with that. I'm curious, what aspect of SMGs would you nerf? Would you really want a standard pistol with more ammo(per clip and total) a damage increase and to top it off a sight
Do you mean would I want a pistol as a sidearm when I can just use an SMG instead?
Depends on what map I'm playing. The pistol actually has a better effective range and higher damage than an SMG. If I'm fighting someone further away than my SMG is effective, all I'm doing is tickling his shields. That's if the hits even register. With a pistol, the higher damage and effective range means whoever I'm unloading on will actually die. The catch is you actually have to aim, not just spray and pray. If I'm fighting indoors then no, I want my SMG. It's built specifically for that purpose.
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vermacht Doe
93
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Posted - 2012.07.29 10:21:00 -
[59] - Quote
Abron Garr wrote:vermacht Doe wrote:Abron Garr wrote:vermacht Doe wrote:KAGEHOSHI Horned Wolf wrote:Bunnyhopping is fine, balances the low HP of scout suits. SMG doesn't need a nerf, its fine. The short range balances it. The HMG needs a serious buff. Why bunny hop ehen you can out run a heavies turn speed and have a smaller hitbox? The smg should be on par with other sidearms and an smg nerf seems more favorable than a pistol buff True but something in between what it was and what it is now, favoring the original According to? Look, some of us want to use other guns, not just ARs. If you want to increase the fitting requirements for the top tier SMGs to bring them in line with other weapons, I'm fine with that. I'm curious, what aspect of SMGs would you nerf? Damage like with my hmg but slightly lower due to the fact that there is no overheat. They already do less damage than ARs. The Boundless Breach is the only one above 40 damage but it has a lower rate of fire to compensate. These only 3 proto SMGs worth using besides the Toxin IMO: The Freedom Burst is a good sidearm if all you want to fight is at mid to long range. The Burst SMG is a lot like the Allotek AR (My favorite AR) in that it fires a burst of rounds (in this case 8) in a relatively tight pattern every time you hit R1. It's very effective up until around ~30 ft but it isn't very good for close quarters because of the burst nature and the low damage. I don't use it. ARs and HMGs will still chew you up. The Ishukone Assault is my second favorite. It is really good in close quarters but is decent at low to mid range as well. The only problem is that it eats ammo like a fat kid at a buffet. Really good for kiting SGs though as long as you keep moving. The Boundless is my absolute favorite, and the one I think most people would pick to be nerfed. It has a low rate of fire but really good damage. It's amazing in close quarters but is worthless beyond ~10ft. Straight up, a good AR will own an SMG at range and even close quarters if you don't strafe and a good SG will one or two shot you if you don't keep moving. If you nerf the damage you're going to throw things out of whack. A heavy with an HMG should lose to a good SMG in close quarters, you have to have some weaknesses. And btw, I don't use scout suits. Don't nerf SMGs just because a scout owns your heavy, that's liable to screw me over as a result.
The hmg has a higher rate of fire and probably fires larger rounds(speculated from giant magazines. The heavies weakness is being a big target at a range and moving slow. Being a secondary weapon it should be used after you have to reload with your primary(hence the name secondary)
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vermacht Doe
93
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Posted - 2012.07.29 10:24:00 -
[60] - Quote
Abron Garr wrote:vermacht Doe wrote:Abron Garr wrote:vermacht Doe wrote:KAGEHOSHI Horned Wolf wrote:Bunnyhopping is fine, balances the low HP of scout suits. SMG doesn't need a nerf, its fine. The short range balances it. The HMG needs a serious buff. Why bunny hop ehen you can out run a heavies turn speed and have a smaller hitbox? The smg should be on par with other sidearms and an smg nerf seems more favorable than a pistol buff True but something in between what it was and what it is now, favoring the original According to? Look, some of us want to use other guns, not just ARs. If you want to increase the fitting requirements for the top tier SMGs to bring them in line with other weapons, I'm fine with that. I'm curious, what aspect of SMGs would you nerf? Would you really want a standard pistol with more ammo(per clip and total) a damage increase and to top it off a sight Do you mean would I want a pistol as a sidearm when I can just use an SMG instead? Depends on what map I'm playing. The pistol actually has a better effective range and higher damage than an SMG. If I'm fighting someone further away than my SMG is effective, all I'm doing is tickling his shields. That's if the hits even register. With a pistol, the higher damage and effective range means whoever I'm unloading on will actually die. The catch is you actually have to aim, not just spray and pray. If I'm fighting indoors then no, I want my SMG. It's built specifically for that purpose.
If you control your fire you can get more range because of traditional sights on the smg
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