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Chirico Red Shoulder
Doomheim
17
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Posted - 2012.12.26 22:51:00 -
[1] - Quote
Replication: SMG operation skill gets 5 percent damage with each level. 25 percent potential damage increase Codex: SMG proficiency skill gets 3 percen damage with each level. 15 percent potential damage increase Chromosome: SMG base damage was reduced in favor for less kick while aiming down the sight. So with each build I see the SMG getting worse and worse. I might understand moving the damage from operation to proficiency, SMGs were so powerful in replication. What I don't understand is what ccp did with them in chromosome. SMG is a CQC weapon, if I want to ADS I will use an assault rifle, and who would want to ADS with a weapon that its max range can't be pushed further than 26 meters...it is a hip fire weapon. I don't remember anyone debating whether SMGs need a damage reduction, so I don't understand ccp's decision to decrease their base damage. |
Logi Bro
ZionTCD Legacy Rising
836
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Posted - 2012.12.26 23:05:00 -
[2] - Quote
Well, I mean EVERYTHING has gone from 5% per operation level to 3%, not just SMGs (at least, I think they have) but I see what you are saying with the base damage decrease, it is sort of strange that they made a nerf without people asking for it. |
Chunky Munkey
Amarr Templars Amarr Empire
285
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Posted - 2012.12.26 23:09:00 -
[3] - Quote
I do better now with smgs than I ever did. However, that is likely more to do with the more effective benefits of a low scan profile, and the close range ambush spawn mechanics.
Increasing the accuracy of a close-quarters, high rof weapon, is basically a nerf. |
Senta Azure XII
Amarr Templars Amarr Empire
1
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Posted - 2012.12.26 23:09:00 -
[4] - Quote
Yes I noticed the ridiculous drop in smg damage now I have to get the drop on someone and be damn near right next to them for a kill. |
Ulysses Knapse
Nuevo Atlas Corporation
73
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Posted - 2012.12.26 23:19:00 -
[5] - Quote
I agree. Submachine Guns are weaker than they should be at close-range. I know that submachine guns are supposed to be a sidearm, but they should at least be good at what their real-life equivalent is good at. |
ArMaGeDoN The Cat
Systems Federation Coalition of Galactic Unity
157
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Posted - 2012.12.27 13:40:00 -
[6] - Quote
And in turn CCP made SMG's sidearms. Not going to be as a effective as primary weapons. Plus SMG's are actually buffed, you hit targets more easily meaning that more bullets hit the target AND AR's have been nerfed, giving room for SMG's |
BMSTUBBYx
Doomheim
83
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Posted - 2012.12.27 18:38:00 -
[7] - Quote
I have noticed the nerf some what. Its not a game rage QQ nerf but I noticed it.
I noticed the hip fire accuracy adjustment more TBH, now I just aim down the site more often than I use to. |
Ten-Sidhe
Osmon Surveillance Caldari State
414
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Posted - 2012.12.27 20:48:00 -
[8] - Quote
smg operation used to give 5% per level, then the proficiency reduced recoil/dispersion 3%. Codex changed it to operation being 5% recoil/dispersion and proficiency giving 3% damage.
I would like it if they swapped it back the way it was, so more damage and more recoil. Makes it more a short range spray then a mini ar. |
Sentient Archon
Red Star.
690
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Posted - 2012.12.28 14:46:00 -
[9] - Quote
SMGs are loveable right now. I am able to headshot people at a decent distance with them. |
BMSTUBBYx
Doomheim
83
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Posted - 2012.12.28 16:43:00 -
[10] - Quote
Sentient Archon wrote:SMGs are loveable right now. I am able to headshot people at a decent distance with them.
What is your sharp shooter skill at? |
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Sentient Archon
Red Star.
690
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Posted - 2012.12.28 17:02:00 -
[11] - Quote
BMSTUBBYx wrote: What is your sharp shooter skill at?
SMG Pro 3 Side Arm Sharpshooter pro 3 |
Reimus Klinsman
BetaMax.
320
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Posted - 2012.12.28 17:39:00 -
[12] - Quote
Chunky Munkey wrote: Increasing the accuracy of a close-quarters, high rof weapon, is basically a nerf.
I'm not sure about you, but when I want to kill something, I aim at it, not near it. When I aim at something, I want the bullets to hit there more often than not. Better accuracy is a buff. |
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