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Higgs flagrantfool
3dge of D4rkness Industrials
27
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Posted - 2012.12.22 18:50:00 -
[1] - Quote
There was absolutely nothing wrong with submachineguns. Why did you mess with them CCP? Why did you hit them so hard? You guys-áneed to pay more attention to what you're doing, instead of just making these broad sweeping overhauls to the game, and I am going to hit you with some math to demonstrate this, but first:
Following quote taken from submachinegun item description:
"although an unabashedly low-tech weapon, it excels at what it was designed for: killing anything right in front of you."
I don't know what the heck you guys did to the submachinegun hit detection mechanics since this last build, but I used to be pretty competitive against an asult rifle, up close, with an M512-A or Slashvent submachinegun, and since the damage output on those two weapons has not changed, and I know that my game play has not changed, what in the hell did you do to my beautiful SMG. I am not even competitive with my M209 assault any more, so what the feck? What ever you guys did please fix it. In simple terms: I KNOW that the damage output on all SMG's has taken a serious unregistered dive. Please fix this!
Alright, as I said before: "You guys-áneed to pay more attention to what you're doing, instead of just making these broad sweeping overhauls to the game...":
So, all basic weapons got a damage boost and all proto weapons got a damage reduction, and only most advanced tier weapons got a damage reduction. The advanced tier SMG's were such an exception, they're damage stayed the same. Now let's take a look at the math involved with this:
(I'm not even going to address the breach SMG, that thing is so ridiculously under powered).
Basic tire SMG's:
Basic SMG: 21 damage at 1000 RPM
Assault SMG:21 damage at 1052.6 RPM
Advanced tier SMG's
M512-A: 22 damage at 1000 RPM
M209 assault SMG: 22 damage at 1052.6 RPM
Proto tier SMG's:
Six Kin SMG: 23.1 damage at 1000 RPM
Now let's convert the extra rounds per minute, for the assault variants, into damage, by normalizing all SMG's to 1000 rounds per minute.
Basic tier SMG's:
Basic SMG: 21 damage at 1000 RPM
assault SMG: 22.1046 damage at 1000 RPM
Advanced-átier SMG's:
M512-A SMG: 22 damage at 1000 RPM
M209 assault SMG: 23.1572 damage at 1000 RPM
Proto-átier SMG's:
Six Kin SMG: 23.1 damage at 1000 RPM
I hope that it is clear how I have arrived at these numbers.
So question: why would Anyone use the the higher tier standard SMG over the lower tier assault SMG, when the lower tier assault SMG clearly does more damage and even has more range? There is no advantage at all to the standard SMG what so ever. Please fix this.
You know, I am some what of a socially functional savant, capable of holding very large systems of numbers In my head. If you guys are having trouble, which, from my point of view it seems that you are, I would be glad to offer my services to you, As it is, I am currently unemployed. If you're interested you know where to reach me.
So please fix this. You guys have now broken two of my favorite weapons the TAR and the SMG next you'll be after my LR. Come on guys I'm starting to loose faith here. |
Higgs flagrantfool
3dge of D4rkness Industrials
27
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Posted - 2012.12.22 19:35:00 -
[2] - Quote
Scheneighnay McBob wrote:From what the patch notes said, the only thing they did to SMGs was reduce recoil.
Well then, they lied. |
Higgs flagrantfool
3dge of D4rkness Industrials
27
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Posted - 2012.12.22 20:23:00 -
[3] - Quote
Ulysses Knapse wrote:Higgs flagrantfool wrote:Scheneighnay McBob wrote:From what the patch notes said, the only thing they did to SMGs was reduce recoil. Well then, they lied. Or they reduced damage to compensate for the reduced recoil to try and make it more balanced and figured it would work and decided to leave that part out.
Whatever. Don't care. Put it back the way it was |
Higgs flagrantfool
3dge of D4rkness Industrials
27
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Posted - 2012.12.22 21:12:00 -
[4] - Quote
Cal Predine wrote:I think you hit the proverbial nail on the head in your original post... Higgs flagrantfool wrote:...I don't know what the heck you guys did to the submachinegun hit detection mechanics since this last build... Hit detection problems have slipped through regression testing, and hit detection is indeed (more) broken once again. And not just for SMGs - as you also noted, your Assault Rifle is suffering (and I can only assume other weapons as well).
That is actually going to be the next thread I'm creating. Need a little more testing, but ya so far hit detection on the new build is screwed off. I can't speak to the AR but I am getting some major hit detection problems with the LR. |
Higgs flagrantfool
3dge of D4rkness Industrials
27
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Posted - 2012.12.25 02:22:00 -
[5] - Quote
Still here? |
Higgs flagrantfool
3dge of D4rkness Industrials
27
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Posted - 2012.12.28 20:37:00 -
[6] - Quote
DJINN Marauder wrote:One of my corp mates still owns with a sub machine gun. In fact even i myself are doing better with them than the previous build.
Did you not read the math brake down in my post? SMG's are mainly a hip fire weapon not ADS. Who the hell wants to ADS in CQC? You might as well just stand still and drop your pants. Hip fire needs to be fixed back to the way it was. |
Higgs flagrantfool
3dge of D4rkness Industrials
27
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Posted - 2012.12.28 20:58:00 -
[7] - Quote
[more feedback]
I have begun to use ADS with the SMG in CQC (so stupid, who the hell uses ADS in CQC?). I have no choise (I am a laser rifle specialist) I have had to since the hip fire mechanic seems to be completely broken. the SMG is very accurate While ADS'ing, but I never can acctually kill any one while ADS'ing, in a stand up one V's one fight because while ADS'ing I move SO slow I might as well be standing still, thus rendering ADS completely useless (gee what a surprise )
A CQC specialist weapon that cannot adequately perform its role = useless. Please fix ASAP. |
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