Kazeno Rannaa
Seraphim Initiative. CRONOS.
145
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Posted - 2012.08.22 15:39:00 -
[1] - Quote
Ulf Thunderkick wrote:Pombe Geek wrote:My favorite is to run with SMG's as both primary and secondary in my scout suit! I hate you. But seriously, the hit detection needs to be sorted out soon. I was scout hunting in my last round, came up behind a sniper with an assault rifle, emptied a magazine at him and only had him deep into armour. Granted, not all of my shots hit, but the majority did.
the thing is at point blank range (say 1-4 meters) you should not miss sh*t! so the fact that even some of your rounds didn't register is an issue in my book. I know, cause I have had the same thing happen to me with scouts, assaults, and heavies. By my calculations, and even taking into consideration the accuracy rating of a weapon as standard SMG does roughly 804 points per magazine, while a standard AR (assault rifle) does 1008. Now when you compare it to the other weapons, ROF is the game changer in this build since CCP over NERFED the breach AR and SMG!
SO CCP, PLZ fix the hit detection, and if you want to maintain the damage of the breach weapons (especially the SMG and AR) than give a boost to the ROF to help balance it out so when hit detection IS AN ISSUE, at least there can be some form of compensation.
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Kazeno Rannaa
Seraphim Initiative. CRONOS.
145
|
Posted - 2012.08.22 16:03:00 -
[2] - Quote
Obama DAT wrote:I'm a scout and I play hit and run style warfare. It's not that your hit detection is off it's that my sprint speed is 8.0 plus with enhancments. Improvise, Adapt, Overcome.
EVEN if you are moving that fast, when you take into consideration range and the supposed speed of the round exiting the weapon, there is no way in f*cking hell I should have to lead someone out a foot or more at ranges of 1 meter to even 60 or 75 meters. For example, and that is saying that the exit velocity of the round is relative to those that exit the barrel of guns of contemporary society, the on an SMG shooting a 9mm round, the base muzzle velocity can be around 850 feet per second (which turns out to be around 579mph) for a subsonic round (i.e., used with suppressors) or a standard round which may have a muzzle velocity of 950-1050fps (647.72 - 715.909mph) there is NO F*CKING way you are moving fast enough dodge the bullet, let alone compensate for the ROF of a weapon in conjunction to the actual velocity of the round taking into consideration the movement of the target at a given range.
The physics are a bit skewed right now which has plagued the hit detection and subsequent transference of damage to the targets in question. I.E., the basic mechanics and physics surrounding the Scout class emphasizes a uniquely unfair advantage, much like in the first build. |