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Icy Tiger
Universal Allies Inc.
1026
|
Posted - 2013.01.01 17:14:00 -
[1] - Quote
Currently, I'm using the prototype SMG's a lot, and I have to say, they are a bit underwhelming compared to other proto weapons (without using Sharpshooter). The most I've done with it is use it as a somewhat HMG, mowing a couple of guys down before dying. Therefore, I think it would benefit from a range/accuracy buff.
Edit: After using sharpshooter with it, it feels much better. |
Elijah Sol' Dzusaki
Onward Defrosted Tuna Team
485
|
Posted - 2013.01.01 17:16:00 -
[2] - Quote
Isn't it a side arm? |
Gunner Visari
Crux Special Tasks Group Gallente Federation
163
|
Posted - 2013.01.01 17:26:00 -
[3] - Quote
Yes it is, but that is this build, last build they were light weaponry that could fit in the sidearm slot, now they are sidearms that can also fit in the L weapon slot.
Regardless the scrambler pistol is a sidearm but it still good at where it is supposed to be good at.
Currently the only thing that makes the SMG effective is if you ADS fire completely at the head. If you can keep it pinned on the head you have a a better chance of killing with it, and even then it usually with the assault variants. At close range(shotty type range) they are simply underwhelming, I find exile hipfire to perform better than smg atm. I stopped using them for the moment.
I concede that im not past SMG operation 2. I think that is also something that really makes some of these threads a bit tricky to assess in terms of a weapons need for a nerf/buff.
Most FPS you expect a gun to handle the same regardless of who wields it, here the guns performance will continue to improve the more you improve into weaponry, operation, proficiency and even sharpshooter to an extent.
I think if CCP is going to balance guns they need to take these factors into acct and people should state what skills they have in these particular areas and what mods they use as all these thing can confound the data.
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Alldin Kan
Imperfects Negative-Feedback
169
|
Posted - 2013.01.01 17:36:00 -
[4] - Quote
Icy Tiger wrote:Currently, I'm using the prototype SMG's a lot, and I have to say, they are a bit underwhelming compared to other proto weapons. The most I've done with it is use it as a somewhat HMG, mowing a couple of guys down before dying. Therefore, I think it would benefit from a range/accuracy buff.
1. Hip fire... a lot.
or
2. Increase sharpshooter. |
KryptixX
Imperfects Negative-Feedback
320
|
Posted - 2013.01.01 17:39:00 -
[5] - Quote
Gunner Visari wrote:Yes it is, but that is this build, last build they were light weaponry that could fit in the sidearm slot, now they are sidearms that can also fit in the L weapon slot.
Regardless the scrambler pistol is a sidearm but it still good at where it is supposed to be good at.
Currently the only thing that makes the SMG effective is if you ADS fire completely at the head. If you can keep it pinned on the head you have a a better chance of killing with it, and even then it usually with the assault variants. At close range(shotty type range) they are simply underwhelming, I find exile hipfire to perform better than smg atm. I stopped using them for the moment.
I concede that im not past SMG operation 2. I think that is also something that really makes some of these threads a bit tricky to assess in terms of a weapons need for a nerf/buff.
Most FPS you expect a gun to handle the same regardless of who wields it, here the guns performance will continue to improve the more you improve into weaponry, operation, proficiency and even sharpshooter to an extent.
I think if CCP is going to balance guns they need to take these factors into acct and people should state what skills they have in these particular areas and what mods they use as all these thing can confound the data.
The SMG was never a light weapon, that was just a typo...
And i dont see why you expect a SMG to beat out an AR even at close range. |
Th3rdSun
L.O.T.I.S. Legacy Rising
323
|
Posted - 2013.01.01 17:50:00 -
[6] - Quote
KryptixX wrote:Gunner Visari wrote:Yes it is, but that is this build, last build they were light weaponry that could fit in the sidearm slot, now they are sidearms that can also fit in the L weapon slot.
Regardless the scrambler pistol is a sidearm but it still good at where it is supposed to be good at.
Currently the only thing that makes the SMG effective is if you ADS fire completely at the head. If you can keep it pinned on the head you have a a better chance of killing with it, and even then it usually with the assault variants. At close range(shotty type range) they are simply underwhelming, I find exile hipfire to perform better than smg atm. I stopped using them for the moment.
I concede that im not past SMG operation 2. I think that is also something that really makes some of these threads a bit tricky to assess in terms of a weapons need for a nerf/buff.
Most FPS you expect a gun to handle the same regardless of who wields it, here the guns performance will continue to improve the more you improve into weaponry, operation, proficiency and even sharpshooter to an extent.
I think if CCP is going to balance guns they need to take these factors into acct and people should state what skills they have in these particular areas and what mods they use as all these thing can confound the data.
The SMG was never a light weapon, that was just a typo... And i dont see why you expect a SMG to beat out an AR even at close range.
The SMG was never a light weapon because it isn't even a SMG to begin with.This is the biggest misnomer in the game.It's an automatic pistol,similar to an UZI,and NOT a SMG like a MP5.It behaves exactly like a machine pistol,and the magazine is in the handle just the same.
This is a prime example of the lack of experience that CCP has in making a game that's focused around gunplay,when they don't even know the difference between a machine pistol and a SMG.Hopefully we will get a proper SMG than what we have right now.
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Gunner Visari
Crux Special Tasks Group Gallente Federation
163
|
Posted - 2013.01.01 18:13:00 -
[7] - Quote
KryptixX wrote:Gunner Visari wrote:Yes it is, but that is this build, last build they were light weaponry that could fit in the sidearm slot, now they are sidearms that can also fit in the L weapon slot.
Regardless the scrambler pistol is a sidearm but it still good at where it is supposed to be good at.
Currently the only thing that makes the SMG effective is if you ADS fire completely at the head. If you can keep it pinned on the head you have a a better chance of killing with it, and even then it usually with the assault variants. At close range(shotty type range) they are simply underwhelming, I find exile hipfire to perform better than smg atm. I stopped using them for the moment.
I concede that im not past SMG operation 2. I think that is also something that really makes some of these threads a bit tricky to assess in terms of a weapons need for a nerf/buff.
Most FPS you expect a gun to handle the same regardless of who wields it, here the guns performance will continue to improve the more you improve into weaponry, operation, proficiency and even sharpshooter to an extent.
I think if CCP is going to balance guns they need to take these factors into acct and people should state what skills they have in these particular areas and what mods they use as all these thing can confound the data.
The SMG was never a light weapon, that was just a typo... And i dont see why you expect a SMG to beat out an AR even at close range.
Because o/w there would be no point to them, and the only decent weapon for CQC would be a shotty and the wannabe CQC tool the AR.
My issue with hipfire in general is that because it is set to the character, the turn radius you have with an AR is the same as an SMG(machine pistol, whatever). But yea if they create a true SMG i fully expect it to dominate in the 5-10 15m at most range. |
Gunner Visari
Crux Special Tasks Group Gallente Federation
163
|
Posted - 2013.01.01 18:13:00 -
[8] - Quote
Th3rdSun wrote:KryptixX wrote:Gunner Visari wrote:Yes it is, but that is this build, last build they were light weaponry that could fit in the sidearm slot, now they are sidearms that can also fit in the L weapon slot.
Regardless the scrambler pistol is a sidearm but it still good at where it is supposed to be good at.
Currently the only thing that makes the SMG effective is if you ADS fire completely at the head. If you can keep it pinned on the head you have a a better chance of killing with it, and even then it usually with the assault variants. At close range(shotty type range) they are simply underwhelming, I find exile hipfire to perform better than smg atm. I stopped using them for the moment.
I concede that im not past SMG operation 2. I think that is also something that really makes some of these threads a bit tricky to assess in terms of a weapons need for a nerf/buff.
Most FPS you expect a gun to handle the same regardless of who wields it, here the guns performance will continue to improve the more you improve into weaponry, operation, proficiency and even sharpshooter to an extent.
I think if CCP is going to balance guns they need to take these factors into acct and people should state what skills they have in these particular areas and what mods they use as all these thing can confound the data.
The SMG was never a light weapon, that was just a typo... And i dont see why you expect a SMG to beat out an AR even at close range. The SMG was never a light weapon because it isn't even a SMG to begin with.This is the biggest misnomer in the game.It's an automatic pistol,similar to an UZI,and NOT a SMG like a MP5.It behaves exactly like a machine pistol,and the magazine is in the handle just the same. This is a prime example of the lack of experience that CCP has in making a game that's focused around gunplay,when they don't even know the difference between a machine pistol and a SMG.Hopefully we will get a proper SMG than what we have right now.
This makes sense i always thought the SMG's kinda looked weirdly designed, forgot about machine pistols.
Edit- Though i feel the assault varaints behave a bit more like what id expect from an SMG, a weak one but still more like it in terms of range. But yea its ROF is too quick with too low a dmg for it to be like a true smg, but a machine pistol for sure would behave like this. Good point.
Even its sound profile sounds more like a machine pistol that im used to hearing in other games. Doesnt have the bass of an smg in terms of explosiveness from the barrel. sounds like that automatic bb/pea shooter sound i think of with machine pistols. |
Logi Bro
ZionTCD Legacy Rising
836
|
Posted - 2013.01.01 18:55:00 -
[9] - Quote
Th3rdSun wrote:KryptixX wrote:Gunner Visari wrote:Yes it is, but that is this build, last build they were light weaponry that could fit in the sidearm slot, now they are sidearms that can also fit in the L weapon slot.
Regardless the scrambler pistol is a sidearm but it still good at where it is supposed to be good at.
Currently the only thing that makes the SMG effective is if you ADS fire completely at the head. If you can keep it pinned on the head you have a a better chance of killing with it, and even then it usually with the assault variants. At close range(shotty type range) they are simply underwhelming, I find exile hipfire to perform better than smg atm. I stopped using them for the moment.
I concede that im not past SMG operation 2. I think that is also something that really makes some of these threads a bit tricky to assess in terms of a weapons need for a nerf/buff.
Most FPS you expect a gun to handle the same regardless of who wields it, here the guns performance will continue to improve the more you improve into weaponry, operation, proficiency and even sharpshooter to an extent.
I think if CCP is going to balance guns they need to take these factors into acct and people should state what skills they have in these particular areas and what mods they use as all these thing can confound the data.
The SMG was never a light weapon, that was just a typo... And i dont see why you expect a SMG to beat out an AR even at close range. The SMG was never a light weapon because it isn't even a SMG to begin with.This is the biggest misnomer in the game.It's an automatic pistol,similar to an UZI,and NOT a SMG like a MP5.It behaves exactly like a machine pistol,and the magazine is in the handle just the same. This is a prime example of the lack of experience that CCP has in making a game that's focused around gunplay,when they don't even know the difference between a machine pistol and a SMG.Hopefully we will get a proper SMG than what we have right now.
I have to disagree with your machine pistol theory. A machine pistol is simply a previously semi-auto pistol model that has been adapted to fire in full automatic in a sort of "model 2.0" whereas a submachine gun was designed from the beginning to be full auto. The pistol in this game is a scrambler pistol, and the SMG certainly isn't a full auto variant of that.
Although, back to the topic of your post, I agree, SMGs are a little underpowered. |
Gunner Visari
Crux Special Tasks Group Gallente Federation
163
|
Posted - 2013.01.01 19:13:00 -
[10] - Quote
Logi Bro wrote:Th3rdSun wrote:KryptixX wrote:Gunner Visari wrote:Yes it is, but that is this build, last build they were light weaponry that could fit in the sidearm slot, now they are sidearms that can also fit in the L weapon slot.
Regardless the scrambler pistol is a sidearm but it still good at where it is supposed to be good at.
Currently the only thing that makes the SMG effective is if you ADS fire completely at the head. If you can keep it pinned on the head you have a a better chance of killing with it, and even then it usually with the assault variants. At close range(shotty type range) they are simply underwhelming, I find exile hipfire to perform better than smg atm. I stopped using them for the moment.
I concede that im not past SMG operation 2. I think that is also something that really makes some of these threads a bit tricky to assess in terms of a weapons need for a nerf/buff.
Most FPS you expect a gun to handle the same regardless of who wields it, here the guns performance will continue to improve the more you improve into weaponry, operation, proficiency and even sharpshooter to an extent.
I think if CCP is going to balance guns they need to take these factors into acct and people should state what skills they have in these particular areas and what mods they use as all these thing can confound the data.
The SMG was never a light weapon, that was just a typo... And i dont see why you expect a SMG to beat out an AR even at close range. The SMG was never a light weapon because it isn't even a SMG to begin with.This is the biggest misnomer in the game.It's an automatic pistol,similar to an UZI,and NOT a SMG like a MP5.It behaves exactly like a machine pistol,and the magazine is in the handle just the same. This is a prime example of the lack of experience that CCP has in making a game that's focused around gunplay,when they don't even know the difference between a machine pistol and a SMG.Hopefully we will get a proper SMG than what we have right now. I have to disagree with your machine pistol theory. A machine pistol is simply a previously semi-auto pistol model that has been adapted to fire in full automatic in a sort of "model 2.0" whereas a submachine gun was designed from the beginning to be full auto. The pistol in this game is a scrambler pistol, and the SMG certainly isn't a full auto variant of that. Although, back to the topic of your post, I agree, SMGs are a little underpowered.
I have to disagree with your disagreement, yes a full auto pistol of a scrambler is one version of a machine pistol, however here is google images of a Mac-10 UZI, another type of machine pistol that ppl view incorectly as a SMG
https://www.google.com/search?q=mac-10&hl=en&tbo=u&tbm=isch&source=univ&sa=X&ei=zTTjUL5WwtLTAeK0geAM&ved=0CEYQsAQ&biw=1422&bih=754
images of SMG
https://www.google.com/search?q=submachine+gun&hl=en&tbo=u&tbm=isch&source=univ&sa=X&ei=LDXjUL6jGKfo0gGrsoHYDQ&sqi=2&ved=0CFYQsAQ&biw=1422&bih=754
See how some designs overlap and some differ. |
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Chunky Munkey
Amarr Templars Amarr Empire
285
|
Posted - 2013.01.01 21:18:00 -
[11] - Quote
I do fine with a scout smg. The faster paced gameplay of chrome makes it the new HMG LAV combo for me. For a close range, high rof weapon, I think reducing the spray was effectively a minor nerf, but with the cheaper sharpshooter of sidearms, you can really scare the hell out of an AR when they realise you can shred them at mid-range.
But all that aside: they aren't meant to be main weapons. Stop expecting them to compete with other categories of weapons that have higher sp requirements. |
Integral Zan
IMPSwarm Negative-Feedback
46
|
Posted - 2013.01.01 21:23:00 -
[12] - Quote
SMGs cost less isk and CPU/PG, expect them to be less effective then a light weapon. |
Th3rdSun
L.O.T.I.S. Legacy Rising
323
|
Posted - 2013.01.01 22:11:00 -
[13] - Quote
Chunky Munkey wrote:I do fine with a scout smg. The faster paced gameplay of chrome makes it the new HMG LAV combo for me. For a close range, high rof weapon, I think reducing the spray was effectively a minor nerf, but with the cheaper sharpshooter of sidearms, you can really scare the hell out of an AR when they realise you can shred them at mid-range.
But all that aside: they aren't meant to be main weapons. Stop expecting them to compete with other categories of weapons that have higher sp requirements.
That's the problem with them and why they aren't true SMGs.True SMGs can be very effective as main weapons,but since these are machine pistols and not SMGs,they aren't.
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Chunky Munkey
Amarr Templars Amarr Empire
285
|
Posted - 2013.01.01 22:35:00 -
[14] - Quote
Th3rdSun wrote:Chunky Munkey wrote:I do fine with a scout smg. The faster paced gameplay of chrome makes it the new HMG LAV combo for me. For a close range, high rof weapon, I think reducing the spray was effectively a minor nerf, but with the cheaper sharpshooter of sidearms, you can really scare the hell out of an AR when they realise you can shred them at mid-range.
But all that aside: they aren't meant to be main weapons. Stop expecting them to compete with other categories of weapons that have higher sp requirements. That's the problem with them and why they aren't true SMGs.True SMGs can be very effective as main weapons,but since these are machine pistols and not SMGs,they aren't.
And true lasers are more powerful at close range, true clones cost more than a pistol, true missiles have enormous splash damage etc etc. We can't rely on how real life equivalents behave because real war isn't tailored to be fair, competitive & enjoyable. |
Th3rdSun
L.O.T.I.S. Legacy Rising
323
|
Posted - 2013.01.02 00:10:00 -
[15] - Quote
Chunky Munkey wrote:Th3rdSun wrote:Chunky Munkey wrote:I do fine with a scout smg. The faster paced gameplay of chrome makes it the new HMG LAV combo for me. For a close range, high rof weapon, I think reducing the spray was effectively a minor nerf, but with the cheaper sharpshooter of sidearms, you can really scare the hell out of an AR when they realise you can shred them at mid-range.
But all that aside: they aren't meant to be main weapons. Stop expecting them to compete with other categories of weapons that have higher sp requirements. That's the problem with them and why they aren't true SMGs.True SMGs can be very effective as main weapons,but since these are machine pistols and not SMGs,they aren't. And true lasers are more powerful at close range, true clones cost more than a pistol, true missiles have enormous splash damage etc etc. We can't rely on how real life equivalents behave because real war isn't tailored to be fair, competitive & enjoyable.
What's your point? I'm saying that as a machine pistol,they are working as intended,but since calling them SMGs is a misnomer,they aren't performing like a SMG. |
Chunky Munkey
Amarr Templars Amarr Empire
285
|
Posted - 2013.01.02 02:11:00 -
[16] - Quote
Th3rdSun wrote:Chunky Munkey wrote:Th3rdSun wrote:Chunky Munkey wrote:I do fine with a scout smg. The faster paced gameplay of chrome makes it the new HMG LAV combo for me. For a close range, high rof weapon, I think reducing the spray was effectively a minor nerf, but with the cheaper sharpshooter of sidearms, you can really scare the hell out of an AR when they realise you can shred them at mid-range.
But all that aside: they aren't meant to be main weapons. Stop expecting them to compete with other categories of weapons that have higher sp requirements. That's the problem with them and why they aren't true SMGs.True SMGs can be very effective as main weapons,but since these are machine pistols and not SMGs,they aren't. And true lasers are more powerful at close range, true clones cost more than a pistol, true missiles have enormous splash damage etc etc. We can't rely on how real life equivalents behave because real war isn't tailored to be fair, competitive & enjoyable. What's your point? I'm saying that as a machine pistol,they are working as intended,but since calling them SMGs is a misnomer,they aren't performing like a SMG.
I don't follow. My point's right there. |
Belzeebub Santana
SVER True Blood Unclaimed.
409
|
Posted - 2013.01.02 05:50:00 -
[17] - Quote
Only thing i think is a problem with the SMG right now is that in ADS it is REALLY slow to track with. Am I doing something wrong? On the flip side when I'm in ADS firing in full-auto does have majority of bullets hit, unlike hip-fire where I have to burst the SMG to get the bullets to not spread too much. |
Sandromin Hes
Sand Mercenary Corps Inc.
204
|
Posted - 2013.01.02 05:59:00 -
[18] - Quote
Th3rdSun wrote:KryptixX wrote:Gunner Visari wrote:Yes it is, but that is this build, last build they were light weaponry that could fit in the sidearm slot, now they are sidearms that can also fit in the L weapon slot.
Regardless the scrambler pistol is a sidearm but it still good at where it is supposed to be good at.
Currently the only thing that makes the SMG effective is if you ADS fire completely at the head. If you can keep it pinned on the head you have a a better chance of killing with it, and even then it usually with the assault variants. At close range(shotty type range) they are simply underwhelming, I find exile hipfire to perform better than smg atm. I stopped using them for the moment.
I concede that im not past SMG operation 2. I think that is also something that really makes some of these threads a bit tricky to assess in terms of a weapons need for a nerf/buff.
Most FPS you expect a gun to handle the same regardless of who wields it, here the guns performance will continue to improve the more you improve into weaponry, operation, proficiency and even sharpshooter to an extent.
I think if CCP is going to balance guns they need to take these factors into acct and people should state what skills they have in these particular areas and what mods they use as all these thing can confound the data.
The SMG was never a light weapon, that was just a typo... And i dont see why you expect a SMG to beat out an AR even at close range. The SMG was never a light weapon because it isn't even a SMG to begin with.This is the biggest misnomer in the game.It's an automatic pistol,similar to an UZI,and NOT a SMG like a MP5.It behaves exactly like a machine pistol,and the magazine is in the handle just the same. This is a prime example of the lack of experience that CCP has in making a game that's focused around gunplay,when they don't even know the difference between a machine pistol and a SMG.Hopefully we will get a proper SMG than what we have right now.
No, due to its rof and magazine size. Not only that, but it's bullpup design, akin to the FAMAS, if you didn't notice. AND furthermore since it has a foregrip and a barrel that is longer than a pistol's, it would be classified as a SMG.
ALSO the UZI is a SMG, because it was designed specifically for paramilitary fully automatic fire, not built up from a pistol. And pay attention to the reload animation next time, you'll see it's bullpup. |
Enji Elric
Matari Combat Research and Manufacture Inc. Zombie Ninja Space Bears
176
|
Posted - 2013.01.02 06:00:00 -
[19] - Quote
I have had no problem using the SMG as intended... a high ROF Wide COF short range SIDEARM I get kills with it quite frequently (when my MD runs out of ammo) but I don't expect much from it and I don't attempt to use it as my main |
Ten-Sidhe
Osmon Surveillance Caldari State
414
|
Posted - 2013.01.02 08:40:00 -
[20] - Quote
If uzi is a smg or machine pistol depends on model.Quote:The Uzi (Hebrew: +ó+ò+û+Ö, officially cased as UZI) is a family of Israeli open-bolt, blowback-operated submachine guns. Smaller variants are considered to be machine pistols
Quote: the dividing line between machine pistols and compact submachine guns is hard to draw, the term "submachine gun" usually refers to carbines designed for automatic fire of pistol cartridges, while the term "machine pistol" usually refers to a weapon built up from a semi-automatic pistol design. Machine pistols are generally more compact to be concealable and can be operated one-handed, while submachine guns are usually designed to be two-handed and tend to have longer barrels for better accuracy.
quotes from wikipedia, not best source but good enough. If we are being technical, the game has no assault rifle, since the barrel isn't rifled but magnetic accelerator (spinning would make plasma disperse, so no reason to spin it anyway). It would also need to be a reduced power rifle cartage, so we would need a larger plasma rifle to reduce the power from.
That said, a larger light weapon version would be nice. Then the current could fill machine pistol role and new bigger one the smg role. Same model with longer barrel would be fine. A sidearm "carbine" ar as a sidearm would be nice too. That would give player choice of primary mid range, primary short, secondary mid range, and secondary short to mix and match.
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Guinevere Bravo
SVER True Blood Unclaimed.
140
|
Posted - 2013.01.02 08:53:00 -
[21] - Quote
Belzeebub Santana wrote:Only thing i think is a problem with the SMG right now is that in ADS it is REALLY slow to track with. Am I doing something wrong? On the flip side when I'm in ADS firing in full-auto does have majority of bullets hit, unlike hip-fire where I have to burst the SMG to get the bullets to not spread too much.
The ADS tracking is the only problem for me also currently, I think it should be faster than a AR in my opinion as its a smaller, lighter gun. Hip fire for me isn't too bad as having to burst is kind of how it should be, otherwise we will have people running around just holding R1 and pointing, theres enough of that already . |
Finn Kempers
BetaMax.
222
|
Posted - 2013.01.02 10:59:00 -
[22] - Quote
Upgrading sharpshooter helps, though I swear since last build they nerfed them, as two builds ago EVERYONE ran breach ones with sharpshooter and dominated assault guys. I havent tried breach ones for a while...then again I need to put more SP into them as I only atm have for them OP 4-5 and sidearm sharpshooter 4. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
|
Posted - 2013.01.02 11:25:00 -
[23] - Quote
I'm quite happy how SMG's work in sidearm role.
Using as only weapon system I won't comment as haven't done that in six months or so. |
Icy Tiger
Universal Allies Inc.
1026
|
Posted - 2013.01.03 17:53:00 -
[24] - Quote
I take this whole topic back, just got Sharpshooter to IV and I'm just destroying with a Logi suit. |
Telcontar Dunedain
Imperfects Negative-Feedback
328
|
Posted - 2013.01.03 18:06:00 -
[25] - Quote
Icy Tiger wrote:I take this whole topic back, just got Sharpshooter to IV and I'm just destroying with a Logi suit.
Respect for taking this topic back.
Now, seriously, why would you post in the first place without sharpshooter? This has been common knowledge since very early builds.
The buff/nerf discussion in this forum is what ruining this game. |
steadyhand amarr
Imperfects Negative-Feedback
338
|
Posted - 2013.01.03 18:18:00 -
[26] - Quote
Get inside effect range then see if its under powerd iv been having a lot of fun with it :-) |
Gunner Visari
Crux Special Tasks Group Gallente Federation
163
|
Posted - 2013.01.03 19:22:00 -
[27] - Quote
I've been saying this a lot recently i think all buff/nerf threads either need to stop or people need to post what level they have the "weapon" skill at with the weapon they are using.
I think that is the point with these weapons people expect them to work they would in other FPS's right out of the box, im now realize that all weapons suck until you spec into weapon skills.
For future threads i suggest posting the skill level you have in these fields, please add any i missed or you think are important.
Sharpshooter level for the appropriate type of weapon
Weaponry
Operations and if maxed proficiency
Use of damage mods and what type.
To a minor extent Rapid reload and capacity
Also not sure if there are class advantages in weapon damage or use. I know logi have a natural hacking bonus despite not having any skills allocated for hacking but not sure if other classes have any class based bonus.
This is vital information that people need to provide if they want me to consider their points because i just cant take anything seriously anymore with exception to the LR which seems to work very well "out of the box".---Then again my SS is IV and operation is at III with weaponry at IV so that could bias my opinion as opposed to someone who has none of that and just has the LR unlocked to use a basic LR.
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